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Yzaxtol

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Everything posted by Yzaxtol

  1. Well i've made my .upk file changes public in the topic for my mod. But I have no idea what changes firaxis have made and never told anyone.
  2. ACtually.... i think Alien grenades already have code that makes them truly consumable because when you use them without the foundry upgrade, they disapear don't they?
  3. Us who modify the .upk manually thank you :biggrin:
  4. Same here, I think using Toolboks or something may have screwed my specific game pretty heavily.
  5. I probably got my game totally f.. buggered. I deleted everything but XComGame folder and in that I killed the .upks i normally mod and now it's running fine. Now I shall CAREFULLY mod the .upk files
  6. I'm utterly stumped, I've been using BlackAlpha's installer and I haven't got the foggiest idea why it always crashes after using the installer... does XSHAPE need to be redone?
  7. For some reason even trying to install the .ini file makes the game crash :S
  8. nevermind, it was probably an old verify cache but now my mod crashes after every install ... *sigh*
  9. gah, I had just finished re-doing my mod when another 13 Mb gets downloaded :S
  10. seems firaxis has actually changed the .upk file where your damage reduction code is... it won't find it anymore.
  11. I've found what I beleive is the Alien Grenade in XGItemTree.BuildItems BuildItem(88, -1, -1, -1, 2, 6); To BuildItem(88, 10, 5, 1, 1, 25, 2, 6); Alien grenades that require $10,5 Elerium, 1 Alloy, 1 Day, 25 Engineers, #2 Foundry Project (alien grenades), and #6 image (alien grenades) The HEX code for (88, -1, -1, -1, 2, 6); 2C 58 1D FF FF FF FF 4A 4A 1D FF FF FF FF 1D FF FF FF FF 4A 4A 24 02 2C 06 16 1B 6E 04 00 00 00 00 00 00 // 2C 50 Do you programming boffins think it's possible?
  12. Actually, forget that I think it requires alot more experimentation as I might have been wrong. Is there a way to spawn player controlled aliens?
  13. I've done some more testing... abilities and properties are used by the alien weapons. However the damage and offense bonuses for alien varieties of Plasma weapons are taken from the Human/Standard variety of plasma weapons. e.g. putting eWP_Assault on eItem_PlasmaLightRifle_Floater will take the iDamage and iOffenseBonus from eItem_PlasmaLightRifle and then apply the Asault property for Floaters.
  14. well I have no idea what an Enum is... I'm probably the worst modder of the lot to be honest... :(
  15. This is the .ini code for the ArcThrower, it definitely doesn't have Ewp_Explosive edit: this is the Pistol variant so I don't know if the original ArcThrower still has Explosive.
  16. Unfortunately, as I haven't found any LockLoadout.kSoldier this might be immensly difficult. Searching through XGFacility_Lockers now... Unfortunately this is way, way beyond me as I'd probably have to make stuff up from scratch and create an entirely new 'State' for soldiers to be in as smuggling it into the wounded or psi trainnig code would cause way too many problem :S
  17. Something that has been bothering me about XCOM has been that the system never has you thinking about more then 6 guys, ever, for equipment and such. Is anyone interested in helping research for creating a kind of quasi-wounded state that soldiers shall be in after every battle where say for a period of X days their equipment can't be changed/removed and they can't go on missions either. If this is possible it'll probably be in XcomStrategyGame.XGFacility_Barracks. This is my most advanced idea yet, and I do intend to share my findings.
  18. Yay I managed it. Now I don't think it's actually a good diea. Remove loadout off ALL dead guys 1B B3 22 00 00 00 00 00 00 00 3D 28 00 00 16 06 80 04 19 1B 23 27 00 00 00 00 00 00 16 13 00 00 00 00 00 00 1B 9D 22 To 1B B3 22 00 00 00 00 00 00 00 3D 28 00 00 16 06 80 04 19 1B 23 27 00 00 00 00 00 00 16 13 00 00 00 00 00 00 1B B3 22
  19. MIA means that you left the Soldier behind went you retreated. I've done that before and it removes the gear they had on them as you left him and it for the aliens.
  20. XcomStrategyGame XGFacility_Barracks { // End:0x457 Loop:False if(kSoldier.m_bMIA || (IsOptionEnabled(14))) { STORAGE().RemoveLoadout(kSoldier); } // End:0x480 else { STORAGE().ReleaseLoadout(kSoldier); } } Now I think i can force it to RemoveLoadout always by copying Storage().RemoveLoadout(kSoldier) code and place it in the else section.
  21. Does anyone know where this code is in the UPK, it's an Impossible+ Second Wave option which I would like to enable by default for my mod. And obviously re-balance the price of building the items to show that they can be lost. I haven't got the foggiest idea on how to go about it, alot of people talk about following the code and stuff, but I have no idea :(
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