Jump to content

TeamDragonpunk

Supporter
  • Posts

    138
  • Joined

  • Last visited

Everything posted by TeamDragonpunk

  1. This looks amazing! So are those 3D characters now, or just outfits on top of the character?
  2. , has anyone actually gotten the Flash code to pull a string from their localization file? else if(!ClassIsChildOf(Screen.Class, class'DP_UISimpleCommodityScreen')) { MC.QueueString(GetColoredText(ItemTemplate.GetItemFriendlyName(ItemRef.ObjectID))); } Never once been able to get anything MC. to pull from XComGame.int
  3. All, Alex has made some updates to the extension based on the latest SDK changes - updated the syntax recognizer to support new language features. I tested the new build and it's working great for me. It also reduces the number of parsing errors from 1500 to 70. As always, let me know if there are any issues, comments, concerns. We'll keep supporting this for the next 3 years. https://uside.codeplex.com/releases/view/620159
  4. Hi All! Eladdv202 created this great tutorial on how to import, package, and code a custom image into your mod. The tutorial works for packaging in general, but goes step by step with a custom image (since there are already tutorials for importing 3D assets). Please let us know if you have any suggestions or changes, and we'll update the tutorial. As we continue to learn more as a team, we'll create more end-to-end tutorials. The community has posted a lot of great tutorials that have helped us immensely, and we're grateful to everyone who has contributed to the XCOM 2 knowledge base. Check out the tutorial on imgur here: http://imgur.com/a/z1pEZ Download a PDF version of the tutorial from our Dropbox here: https://www.dropbox.com/s/sd1r96n5m1wbph1/XCom2%20Editor%20Package%20Tutorial.pdf?dl=0
  5. Yes, but that's not the point. If the pipeline from Localization to Flash is broken, then it creates a myriad of other problems. This is just a simplistic example (with a simplistic work-around) it's not flash, we've tested it and it looks that the strings are'nt initialized at all. not even for `log calls Really, that's odd. Are we the only people having this problem? Isn't everyone else's strings initializing? I assumed it was due to the Flash because it's the string constants within the Flash functions.
  6. Yes, but that's not the point. If the pipeline from Localization to Flash is broken, then it creates a myriad of other problems. This is just a simplistic example (with a simplistic work-around)
  7. So can the UIMCController be used to replace images in Flash based screens like the Black Market. That is the only thing we need now, and I don't see any way to do it programmatically.
  8. So here is where we are at right now... https://www.dropbox.com/s/8an1u50z5urhex0/GoblinMarket.png?dl=0 While we are getting results, the Flash functions are still not pulling from the XComeGame.int localization file. I'm having to hard code strings in, which is of course, very inelegant and defeats the point of localization. // LibraryPanel.MC.QueueString(class'UIAlert'.default.m_strBlackMarketLogoString); LibraryPanel.MC.QueueString("Goblin Market");
  9. Ok, so thanks to Eladdy202 we have the Black Market screen coming up once you press "Launch" on a mission. We're getting the same problem with the intel options code as far as strings not populating though. The following is the Flash code in UIBlackMarket that will randomly call 1 of the 7 black market "welcome" phrases. The phrases are in the localization file. LibraryPanel.MC.FunctionString("SetMenuQuote", m_strWelcome[Rand(NUM_WELCOMES)]); I'm making no modifications to the UIBlackMarket class, and yet this still does not work. It's called in the BuildScreen function, and we ARE calling it because the buttons and everything else are created. So... is anyone else having issues getting their strings to populate in Flash based panels/screens? (Perhaps I'm doing something wrong with the localization file). Do we need to include the flash utilities function in our mods? @tracktwo Do you have any insight, sir?
  10. Speaking of the action script code in Flash, is that where the internal game logic is that takes us from the mission launch button to the Squad Select screen? simulated function BuildOptionsPanel() { LibraryPanel.MC.BeginFunctionOp("UpdateCouncilButtonBlade"); LibraryPanel.MC.QueueString(m_strCouncilMission); LibraryPanel.MC.QueueString(m_strLaunchMission); LibraryPanel.MC.QueueString(m_strIgnore); LibraryPanel.MC.EndOp(); } We're sending a string to populate the launch mission button with LibraryPanel.MC.QueueString(m_strLaunchMission); but I don't seem to find any code taking us to Squad Select screen. So while I can use an OnLaunchClicked event handler, I can't take us back to the Squad Select screen when finished. https://www.dropbox.com/s/im8zm86not903yq/RanDPScript.PNG?dl=0 If you look at that image, you'll see in the logs that our script DID run once I pressed the launch button, but the Black Market UI never came up. It just went straight to squad select. I did try to see if I could stop it with a bInstantInterup but apparently you can't do that with any UIScreen based class. UPDATE: Ok, it looks like the parent class has a CloseScreen function that may be responsible. No documentation, so I can tell if by closing the geoscape, you go straight to Squad Select screen (still can't find that logic anywhere). I did comment out super.OnLaunchClicked(button); and the Black Market UI does run now. Of course, now I can't get to the Squad Select screen. If it's not one thing, it's another lol.
  11. Eladdy202, just tested your code, and it does work... to some extent. What is interesting, is that it pulls in the BuildMissionPanel() data from the actual mission. I'm not even sure why or how it does that lol. While this will probably solve our current issue, we'll still have to deal with limited UI and Widget control at some point. Of all the power we have over the source code, it would be unfortunate if the UI was a deal breaker.
  12. I'm thinking about buying a Scaleform license, but before I pay good money, I was hoping to get more insight into all of these. I feel like the UI is really holding a lot of mods back, as the Unrealscript is relatively straightforward to work with.
  13. Hi, Has anyone posted a good tutorial on understanding and manipulating the Screenstack, yet? I'm at my wit's end with all of this. Initially, I just wanted to add the intel options panel to every mission, similar to the existing intelligenceSpending mod. It looks like that author ran into the same problems I did with trying to modify the existing Flash widgets. Eventually, I may just spend the $250 for a license of ScaleForm. I moved on to creating a second Black Market and populating it with the hacker rewards. It's great, and even better than the intel options panel actually. The only problem is that I can't get it to show anytime after you select a mission Initial Mission Screen: 1 of 7 UIMission screens with 2 Flash widgets (BuildMissionPanel and BuildOptionsPanel) -Tried calling the Black Market screen anywhere in here and nothing happens, even when you push to the front of the stack. I assume 2 Flash screens can't overlap, but since there is no documentation, that's only an assumption. Squad Select: I may have to cram it in here as a button on the bottom, but with all the mods already using this, I'm trying to keep the UI clean. Pre-Skyranger Screen: Also has 2 Flash widgets and will not allow the Black Market screen to be overlayed. Again, assuming that somehow 2 Flash based screens are incompatible for some reason.
  14. Just did. Looks like he ran into the same problem that I did, so he just copy pasted the entire panel from the broadcast tower. I was hoping to integrate it. We're both talking on Discord now with Elad about just creating a separate screen. So, the question of accessing the Flash still remains unfortunately.
  15. Hi, So, I'm adding the Intel Options panel from UIMission_GPIntelOptions to the rest of the missions (7 subtypes). The intel coding is straightforward (only about 200 lines of code), but I'm not getting anything (even a redscreen). I think I'm stuck at the Flash function BeginFunctionOp. Other than a utility class, we have no way of accessing or manipulating the Flash code, correct? The standard Options Panel for AlienFacility looks like this. simulated function BuildOptionsPanel() { LibraryPanel.MC.BeginFunctionOp("UpdateGoldenPathIntel"); LibraryPanel.MC.QueueString(""); LibraryPanel.MC.QueueString(""); LibraryPanel.MC.QueueString(""); LibraryPanel.MC.QueueString(""); LibraryPanel.MC.QueueString(""); LibraryPanel.MC.EndOp(); // --------------------- LibraryPanel.MC.BeginFunctionOp("UpdateGoldenPathButtonBlade"); LibraryPanel.MC.QueueString(""); LibraryPanel.MC.QueueString(m_strLaunchMission); LibraryPanel.MC.QueueString(class'UIUtilities_Text'.default.m_strGenericCancel); The intel options code before the Broadcast Tower mission looks like this.. simulated function BuildOptionsPanel() { LibraryPanel.MC.BeginFunctionOp("UpdateGoldenPathIntelButtonBlade"); LibraryPanel.MC.QueueString(IntelOptionsLabel); LibraryPanel.MC.QueueString(m_strLaunchMission); LibraryPanel.MC.QueueString(class'UIUtilities_Text'.default.m_strGenericCancel); I was hoping I could use the internal intel logic in the class plus LibraryPanel.MC.QueueString(IntelOptionsLabel); to add the panel. Again though, nothing shows up. Now I'm wondering if it's something to do with the difference between BeginFunctionOp("UpdateGoldenPathButtonBlade" and BeginFunctionOp("UpdateGoldenPathIntelButtonBlade", but I'm not seeing any way to access the Flash code to test. Thanks for any and all insight!
  16. Quick Question... What was your process to open two projects and get this ext to work via the DOM sharing. I'm coming from Eclipse and having a harder time then I should. Are you opening two instances of ModBuddy or opening one project after another. I ask because it seems like it closes the first project, when you open the second.
  17. Sorry you had to work on this by yourself :( Would you mind adding some in-line documentation though, so other modders can understand what you're doing exactly. You're iterating through the templates to spawn and then... I lost you on the colored text.
  18. It might be worth waiting a week to decide on stealth to see how the DLC implements it! While I think both eLaddy202 and I envision changes to the sound range for the suppressors, it looks like the Devs are implementing it in a different way. I think most of us have thought about doing this before, but haven't quite worked out how it might be applied to the whole squad. "the Shadowfall ability that is guaranteed to hit and will place its user in concealment if the enemy is killed;" -From the latest DLC article out today on 2K
  19. So, my main concern is creating and assigning teams for each player. -the way this has to work is that each player is assigned to their own team, and the game will handle the Soldier controls for each player (thats the only good news here). Ideally, the local player (host) will invite a person over Steam and a new team will be dynamically created and added to an array of playerTeams. However, dynamic creation of teams might not be possible (actually won't know this until the very end). So we might have to create 12 teams at the start of the game. Yet, that raises another set of problems if we do that. Will this slow down the processing since we now have to iterate through 12 teams that aren't even being used (very likely)? Should we make our own Co-Op shell like the Vs Shell then...but if we do this, then you can't just jump into someone's single player game. All this is why I have my heart set on dynamic generations of teams on session connect of the remote player, but we honestly have no way of testing this until everything is written and we "flip the switch".
  20. Ok, I apologize for misunderstanding, as I thought the projectile archetype system would satisfy the need to change the audio and detection radius. What "use case" are you referring to which would necessitate individual members drawing from the same template. The sound radius is set by the sound resource. My thoughts would be that anyone within the newly modified sound radius would be alerted, while anyone outside would not (or would not for X number of terms or however people decide to handle this). So tonight, perhaps a "deep dive" into the alert system? There's a difference in the projectile sound and the AI detecting sound from the weapons, those properties are set inside the templates of the individual weapons so if i change it for one weapon it will propagate to all weapons of the same template. From XComGameState_Unic.uc : from XComGameState_Item.uc - calling the iSoundRange var. as you can see it's independent of the unreal editor weapon archetype and only uses the weapon template Ok, I follow you now. Sorry for the confusion, as I wasn't expecting to work on this until July. These are the solid questions that need to be asked though, so thank you!
  21. Perhaps I was. I was busy in the Army, so I didn't get to play everything until the very end when all the side missions were included. So perhaps, XCOM 2 parallels the initial rollout of EU and hopefully there will be more side missions like progeny and slingshot later.
  22. Yeah, it's really annoying that it's $750 when other programs are far cheaper (not sure I see the value-add there). Our sound designer already has the program, so it's not a huge concern for us. I'm more worried about trying to override/balance the effects of the default projectile archetype. Sounds like it's feasible, but tricky.
  23. Ok, I apologize for misunderstanding, as I thought the projectile archetype system would satisfy the need to change the audio and detection radius. What "use case" are you referring to which would necessitate individual members drawing from the same template. The sound radius is set by the sound resource. My thoughts would be that anyone within the newly modified sound radius would be alerted, while anyone outside would not (or would not for X number of terms or however people decide to handle this). So tonight, perhaps a "deep dive" into the alert system?
  24. I know XCOM 2 was marketed as more "story driven", but I felt it really wasn't. No Van Doorn time mission. No scary "blow up the whale ship" missions which likely caused you to sacrifice a Soldier for the greater good. I really felt like a final fantasy game where I was just playing to get to the next cut scene instead of having the story told through the missions like XCOM EU
  25. I know everyone has their own opinion on this, but I would have loved to see more intrigue with Tygan. I felt that the storyline was incredibly narrow, and would have loved to be second guessing if Tygan was a double-op, or if we had to dig into his backstory. A lot of people I've talked to said that, yes the tactical missions have a lot of replayability, but they don't play XCOM 2 more because of the short storyline.
×
×
  • Create New...