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Deleted32045420User

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Everything posted by Deleted32045420User

  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
  13. Wouldn't that only work for newly created units though? no, it will work on whoever you have their stats changed
  14. Huh? Works for me... http://puu.sh/n0cke/7a1db17ec5.jpg Did you close XCOM 2? Did you start a new campaign? Those are the most common causes I am aware of, in case a simple .ini edit does not work. Has anyone found a way to change flanking Aim bonus without starting a new campaign?Just change the stats value on the unit Could you elaborate please? I am new to this.Go to my second wave reborn mods, in the xcomgamestate_unit_secondwave(or something like that) and search for the part where I did absolutely critical, you'll just have to change the stat which governs the crit aim chance. Can't remember what it's called
  15. Huh? Works for me... http://puu.sh/n0cke/7a1db17ec5.jpg Did you close XCOM 2? Did you start a new campaign? Those are the most common causes I am aware of, in case a simple .ini edit does not work. Has anyone found a way to change flanking Aim bonus without starting a new campaign?Just change the stats value on the unit
  16. Hello everyone, I am currently building a mod to get FoV on enemies so they wont detect units if they are outside it (uses some vector math to check if the unit is in range, not so complicated). Yes i know it'd be easier to override the class but as many of you know i am mad for compatibility event OnInit(UIScreen Screen) { local Object ThisObj; ThisObj=self; `XEVENTMGR.RegisterForEvent(ThisObj, 'ObjectMoved', FixVisibility, ELD_Immediate,10); `XEVENTMGR.RegisterForEvent(ThisObj, 'ObjectMoved', TestReturnStuff, ELD_OnStateSubmitted); `XEVENTMGR.RegisterForEvent(ThisObj, 'ObjectVisibilityChanged', OnObjectVisibilityChanged,ELD_Immediate,10 ); `log("-----------Registered for Object Moved-----------"); } function EventListenerReturn TestReturnStuff(Object EventData, Object EventSource, XComGameState GameState, Name EventID) { `log("---------------------IT DIDNT WORK! TEST FAILED!-----------------------"); return ELR_NoInterrupt; } function EventListenerReturn FixVisibility(Object EventData, Object EventSource, XComGameState GameState, Name EventID) { Some code from the Original Object Moved Event from the Unit code + Custom Vector math code for FoV (it works perfectly i tested it)... return ELR_InterruptEventAndListeners;//also tried ELR_InterruptListeners } function EventListenerReturn OnObjectVisibilityChanged(Object EventData, Object EventSource, XComGameState GameState, Name EventID) { again some code from the original function from GameState_Player + Some vector math for FoV.... return ELR_InterruptEventAndListeners;//also tried ELR_InterruptListeners } you can check the github page here: Github XCom:Ghosts
  17. can we set up a private git for creating a community Changelog? i mean legally
  18. Not quite sure how far I can go within the confines of our NDA, but there are changes to a significant portion of the gameplay code (changes within a few hundred classes), so it all comes down to what area mods mess with. We'll have to update Toolbox and OfficerPack to fix some absolute show-stoppers, and make a minor update to SMG Pack. is there any changelog in the works from firaxis or are we going to have to put this on git to have changes more obvious?
  19. That's not the main issue (the comms delay ability already deals with that on a squad level) the issue i'm trying to solve is that sound is causing enemies to actively search for you and i want to reduce the range the AI get's notified at
  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
  21. I don't think you understood me correctly, the problem isn't the actual sound the weapon makes (AFAIK the sound for the AI is just a sphere where the AI gets notified about the shooting event) what I am concerned about is how to change individual members that draw from the same template because how the weapon actually sounds is important but I am in charge of gameplay which isn't directly connected to this property. From what I understood when an ability fires there's code inside the xcomgamestate_unit class that checks for any AIs to send a sound alert to-its independent of the actual sound as far as I saw and that's why I think we either have to get a highlander mod to change XComGS_item and XCGS_unit or create new weapon templates
  22. Looking at X2WeaponUpgradeTemplate.uc and inclined to agree with you. From what I'm seeing here, a weapon upgrade isn't an object really, but a static mesh and an assigned ability. It ultimately might be easier to make it a separate weapon with a CanApplyUpgradeToWeaponFn false for repeater. We could go around that and temper with the AI AlertState stats outside a certain radius (you know save each unit's current state at each turn start and change if they changed while their position is outside the radius we want them to hear) but that can lead to many AI bugs and bad behavior so i'm not so keen on that
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