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EsteemedGentleman

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Everything posted by EsteemedGentleman

  1. Hi everyone! I've finally managed to get a successful build put together to be able to test my custom class in game though a few things have occurred which I have been trying to figure out, would appreciate some help on the matters if that would be alright? 1) A few of my templates are not loading for the ability skills and i'm not sure why as I have done them all in the same pattern, following guides etc, some of my skills (such as the ones carried from different classes, and Opportunist) appear whereas the main one that the class is supposed to learn at the start cannot seem to create it's template (or rather the game is not finding it). If anyone could see the problem and let me know what's happened I can apply that to the rest of the tree. 2) Following This ability tutorial (https://www.reddit.com/r/xcom2mods/comments/4f4j4t/ability_tutorial_2_modifying_a_base_game_ability/) I managed to create light em up as a skill which appears on the soldier, however it is not actually having the effect in game (firing at the start using standard shot is still ending the turn). I have created it as a pure passive on the ability list as follows: Templates.AddItem(PurePassive(default.LightEmUpAbilityName, "img:///UILibrary_PerkIcons.UIPerk_bulletswarm")); the rest of my code is below, it should be the same as the example one but with the skill renamed, if anyone can see where the problem is i'd appreciate the feedback :) 3) I have carried over Suppression from the grenadier tree however the animation red screens when I attempt to use it as it cannot play the animation, is it because I am trying to use it with a rifle? I was wondering if anyone else has rectified this issue when making a class. if so what part of the code do I need to replace to allow it to use the rifle firing animation? Thanks for your time as I realize these are quite chunky topics, i'll try to cut down in future.
  2. Wow Feelx! thanks for the response! this will help me out greatly! Still getting my head around the SDK but think i'm getting there, i'll give these a shot!
  3. Thanks for the quick response! currently at work at the moment so haven't had a chance to try it out, will definitely look into it though! With regards to the steam workshop question I have looked on there already, there are a few on there but while they are good they don't fit the niche i'm looking for (Lubrication's is the closest and well made but ultimately not what i'm looking for :smile:)
  4. Hi all! First, sorry if this is the wrong place to post, I've never been anywhere near this kind of thing before but seeing all the ace stuff coming out for my now favorite game I wanted to give it a shot. I'm trying to recreate the "Infantry" class from Long War , (or as close as I can get it) and have hit a few snags with trying to locate the parameters to change. I was wondering if you wonderful people could point me in the direction of where I should be looking, as simple as possible please as I have 0 Coding/Programming experience. 1) Lock'n'Load -Considering reloading no longer ends the turn anyway I was contemplating giving them a free reload passively, I have found where the bonuses for that is kept, (X2WeaponUpgradeTemplate) but I'm not sure how to call that into an ability. 2)Executioner -I have found from a tutorial dealing with "Damn GoodGround" how to increase Aim by 10, but I cannot find anything about what I have to do to find the part that deals with crit chances to raise that by 10, on the target templates I did see a conditional setting, but I was wondering how to make this effect proc when aiming at a target that has 50% hp or less. 3)Just a quick question on creating the class, I cannot find the part of the scripting which contains this info for the other classes (http://imgur.com/a/5NRRW Step10) Could someone tell me which file it is? I know this is probably a bit of a boring question for you all but thanks for your time!
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