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  1. you might want to add this: https://forums.nexusmods.com/index.php?/topic/4456385-tutorial-xcom-2-editor-custom-packages/ For the starting artists (and anyone really) among us
  2. https://wiki.beyondunreal.com/Switch_statement
  3. Try switch case maybe? It might trigger the 12 limit bug but it won't hurt to try. I'd not just having an outside function you call (let's say from a dummy ui screen) with an event trigger (or just calling the function regularly) should work.
  4. That's what the IDE is saying, just try (also i'd recommend not putting this as a static function)
  5. You defined the function as static function XComGame.XComGameState.EventListenerReturn ShadowmanListener(Object EventData, Object EventSource, XComGameState GameState, name EventID) That's not how you do it, you just specify a type and that's it. Example: static function EventListenerReturn ShadowmanListener(Object EventData, Object EventSource, XComGameState GameState, name EventID)
  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) it's not flash, we've tested it and it looks that the strings are'nt initialized at all. not even for `log calls
  7. If you are not even showing us the important bits (ini , lines that have errors in them, important code) how can we know what you are doing and what is going wrong? what's AddAbilities( , ) doing? why are you doing AddAbilities('blablabla', 'blubblubblub'); it will execute and probably going to break something when it dosnt find that ability or weapon. I know you love XCom and want to make mods for it but just jumping in without knowing at least some coding and learning on the fly isnt going to get you far in UnrealScript before giving up (and i'm saying because i've seen this before), just a friendly advice- learn python or Java or C# and then come back to XCom2 coding- would save you a whole lot of frustration and time.
  8. The Multipurpose Combat Rifle template doesn't have those booleans at all:http://i.imgur.com/2tPVXYq.jpg I'll try your method anyway, but I'm not holding out much hope. Yes they do. Just because they are not initialised dosnt mean they don't have those field. It only means that they will take the default value (false) of they weren't there at all you wouldn't have been able to set them to true and even access them. I'd suggest you'd take some quick programming courses on YouTube and come back to this later so development will go much easier. You can take Care# Java or python as examples for a first language (or go nuts and do c/c++)
  9. Ok I've been doing some little experiments as Daniel (TeamDragonpunk) is aware of and i will continue to work on it but i am here to say that i have made a little breakthrough in that i was able to overlay the current GP Intel option screen on the regular one, next i'll duplicate the code in it's entirety and start messing around with the different parts and tearing it apart, should have something working withing a week or so. The code i used to show the GP intel options screen (super simple) class UI_Listener_MissionUI extends UIScreenListener; event OnInit(UIScreen Screen) { local UIMission_GPIntelOptions kScreen; if(Screen.IsA('UIMission')) { // Show the Golden Path mission with intel options if (!`ScreenStack.GetCurrentScreen().IsA('UIMission_GPIntelOptions')) { kScreen = Screen.Spawn(class'UIMission_GPIntelOptions', Screen); kScreen.bInstantInterp = true; kScreen.GPMissionSource =XComGameState_MissionSite(`XCOMHISTORY.GetGameStateForObjectID(UIMission(Screen).MissionRef.ObjectID)).Source; `ScreenStack.Push(kScreen); } `log("-------------DOING MY MISSION SCREEN-----------------",true,'Team Dragonpunk Goblin Market'); } } defaultproperties { // Leaving this assigned to none will cause every screen to trigger its signals on this class ScreenClass = none; }
  10. Yeah, I tried looking at that. It doesn't really help either, since I don't know what I need to call to get things to work. As for what I am trying to accomplish, I want the Multipurpose Combat Rifle (Bradford's rifle/AssaultRifle_Central) to be an infinite item and a starting item. The two best courses to getting this done are making a slightly modified template and making a function that forces it to replace the original one, or make a function that adds the Template.StartingItem and Template.bInfiniteItem booleans and their values to the existing template. Not knowing how to accomplish this, I totally failed at it. When creating you're creating an object it already has all the variables inside of it so you dont need to add them because they are already in there- just set to false. What you'll need to do is take the template (you can find it via the template manager for items/weapons) and just tell it: WeaponTemplate.bInfiniteItem=true; WeaponTemplate.StartingItem=true; //I can't remember what it's really called but i think that's that.
  11. static event OnPostTemplatesCreated() { if (class'SuppressionWeaponsSettings'.default.CENTRAL_ENABLED == true) { `log("Infinite Multipurpose Combat Rifles!"); UpdateTemplate('AssaultRifle_Central'); //this is line 33 } //You forgot this one closing bracket, oh and another advice- keep spacing consistent, it'll help with stuff like that }
  12. Tooltips are annoying, what I was doing is using processMouseEvents() and then add tooltips but that just made my checkboxes unable to be checked... I just abandoned it in the end
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