Jump to content

tbkiah

Members
  • Posts

    78
  • Joined

  • Last visited

Everything posted by tbkiah

  1. The infinite items works.. if you change all those numbers to 0 you will receive only 100 of each starting weapon and grenade.
  2. Any update on this? Although i won't be able to really do anything with it, i leave for vacation in a couple days, i am interested to see what you guys have come up with.
  3. I assumed you knew how to do that from your post that i replied to? Your question i thought was after that... which i said you need to repack the UPK.
  4. If you do it that way you need to repack the UPK, rename the old UPK, move the new one into the same folder, rename the compressed_size file, and run XShape You really should only do that way for major mods... for testing your own modifications you should hex edit a decompressed but not unpacked UPK file. You unpack the UPK so you can search hex values in the big UPK. Otherwise i'm sure repacking files for minor mods would get pretty tedious.
  5. Story of the life of an XCOM EU modder.. you can comb through 100 files and it seems like you are linking variables... and then it suddenly stops and you don't know where the game gets the final variable from. Edit: The worst is when it end with XGTacticalGameCoreNativeBase, because it seems like 95% of the s*** going on in that file doesn't have an effect on the game.
  6. You need to use the resource hacker, or the modpatcher to modify the XcomGame.EXE or else the ini stuff won't have any effect. Also if you make any changes to the Armor, or character, or weapons. you need to deal with the INI file that clears all those arrays and resets all them to default when you run the game with steam in online mode.
  7. you need to open a command window where the file is (shift + right mouse button in the folder).. and use the commands that he outlined in this thread.
  8. Did you try this unpacker/repacker? https://sites.google.com/site/0dd14lab2/upkpacker
  9. the upks that have scripts in them are XcomGame.upk and XcomStrategyGame.UPK
  10. Some information that might help people out, maybe not.. I asked on the UE Explorer site what the numbers in the brackets mean and he told me this: The first parentheses mean the relative start position of the first token for example (0x000) means the token starts at the first byte of wherever the Tokens start(you can see this when you click "View Buffer" and look for the Red underlined byte. The other parentheses after the tokens means the remaining size in bytes for example NativeParameterToken(9), meaning it consists of 9 bytes including all following tokens of that line. This might be useful.. maybe not..
  11. He's saying the actual iSuppression value on weapons in the INI doesn't do anything.
  12. i just attempted to get it to work.... to no avail, but i didn't try very hard. Theres several functions in the XcomStrategyGame.upk under XGFacility_Loadout that attempt to stop the heavy from using a pistol... i set all that i could find in there to allow the heavy to have the pistol. I don't know if there is something specific i need to add/change in the INI to allow them to equip it. There must be another method. Also, the only problem would be if the rocket launcher took the spot of the pistol on the UI... but you might be able to change the "eWP_Secondary" to None, and it just won't show up on the UI, but as long as you have the Fire Rocket ability, you should be able to fire a rocket. I have no idea how to get the pistol to equip though.
  13. So why are some 1s IntOne and some are byteconst 01?
  14. I can't believe they used intone and intzero for values like the number of rockets and such... yea maybe for return true and false and such, but really a token that only allows for 2 possible values? I guess it might be alright once we finally are able to manipulate the bitcode a bit better.
  15. The only thing i noticed was that if i opened a function within UE Explorer and looked at the tokens, the 0x0XX number on the left corresponded with the 0?XX of the jump. I know as i increased the XX it slowly added the Loop:False text further and further down in the function. It just so happened that the function i looked at the first number on the left was 0x00B and the jump was 060B(00?) I also noticed that if you put something really high the type of jumped changed. I'll show an example of what it looks like. This was the Orignal Function: function int PerkStampFind(XGUnit kUnit, array<PerkStamp> stamps) { local int I; I = 0; J0x0b: // End:0x6f Loop:True if(I < stamps.Length) { // End:0x61 Loop:False if(kUnit == stamps[i].m_kUnit) { return I; } ++ I; // This is an implied JumpToken; Continue! goto J0x0b; } return -1; } This was the function after i changed the 060B to 07FF function int PerkStampFind(XGUnit kUnit, array<PerkStamp> stamps) { local int I; I = 0; // End:0x6f Loop:False if(I < stamps.Length) { // End:0x61 Loop:False if(kUnit == stamps[i].m_kUnit) { return I; } ++ I; // End:0xff Loop:False if(return -1) { } } } This is after i changed 060B to 0645 function int PerkStampFind(XGUnit kUnit, array<PerkStamp> stamps) { local int I; I = 0; // End:0x6f Loop:False if(I < stamps.Length) { // End:0x61 Loop:False if(kUnit == stamps[i].m_kUnit) { J0x45: return I; } ++ I; // This is an implied JumpToken; Continue! goto J0x45; } return -1; } And this is the "View Tokens" in UE Explorer (0x000) LetToken(11) -> LocalVariableToken(9) -> IntZeroToken(1) I = 0 (0x00B) JumpIfNotToken(24) -> NativeFunctionToken(21) -> LocalVariableToken(9) -> DynamicArrayLengthToken(10) -> LocalVariableToken(9) -> EndFunctionParmsToken(1) if(I < stamps.Length) (0x023) JumpIfNotToken(52) -> NativeFunctionToken(49) -> LocalVariableToken(9) -> StructMemberToken(38) -> DynamicArrayElementToken(19) -> LocalVariableToken(9) -> LocalVariableToken(9) -> EndFunctionParmsToken(1) if(kUnit == stamps[i].m_kUnit) (0x057) ReturnToken(10) -> LocalVariableToken(9) return I (0x061) NativeFunctionToken(11) -> LocalVariableToken(9) -> EndFunctionParmsToken(1) ++ I (0x06C) JumpToken(3) goto J0x45 (0x06F) ReturnToken(6) -> IntConstToken(5) return -1 (0x075) ReturnToken(10) -> ReturnNothingToken(9) return ReturnValue (0x07F) EndOfScr EDIT: I didn't think it adds up... but in the View Token Side, it doesn't actually shot the J0x45.. it's actually up a little further.. closer to what would be 0x045
  16. If you start steam in offline mode i heard that allows you to keep your mods.. but i might be wrong... you might have to go in to that file and erase all the text it in first though... you could try that.
  17. They changed the way the INI is read... now there is one in your documants/mygames/xcomenemyunknown/logs/EMS.. It clears your amor weapons and character arrays. and it is overwritten every time you start the game while steam is in online mode.
  18. The first six was the ability.... yes the 2C 02 16 would be the second ability. 16 means End function parms.. in other words ) ... and then the 4A 01 is the return 1 26 is an IntOne, unfortunately you can't change those yet, other than to 25, which is int0. also 9A is == and 9B is != 07s and 06s are you jump tokens. And if you screw up the code it doesn't compile anything after where you messed up.. that's why it because a big mess in UE Explorer
  19. Example... you want to change the first perk in the tree.. It happens to be a 6, you find the first value of 6... but in this case it must be after a 2C, which determines a IntConstByte. So the first 2C 06 is 26 16 04 2C 06 06 4A 01 I don't know much but if you change that 06 to another number representing another perk it will give that perk to your soldier at level 1.
  20. Now you kinda gotta mess around with values... remember to back-up xcomgame.upk in case you mess up. Now look at this reference: http://dl.dropbox.com/u/32777109/Games/XCOM%202012/output.txt You can see things like 9A represents an == in the UE explorer, 9B is != 26 is a special hex value for 1, and 25 for 0. SO if you find a 1 represented by 26, at this point you can only change that value between 1 and 0. Those are just examples... i don't really have much of an idea of what i'm doing... you can also use: http://www.maxi-pedia.com/hex+to+decimal+converter To convert between hex values and their decimal values.
  21. you look to the bottom of the folder.. should be something like GetPerkInTreeAssault.Function
  22. "As for the future of XCOM, Firaxis is open to the possibilities. Regarding the potential for mods and user-created content, DeAngelis notes that "it wasn't one of our core pillars when we started the project," but the team understands how important it is to the community. "It's something that we'd like to resolve going forward, but we still have quite a few things on our plate that have been planned for a while." That's really too bad... guess it's up to us to make mods and mod tools.
  23. Trust me, when you realize how much we can't do at the moment.. it's real frustrating.. and not very fun. But people are working on cracking the code to make changes.
×
×
  • Create New...