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Deleted32045420User

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Everything posted by Deleted32045420User

  1. Ok Should work now(there's a new link in the comment). You are not going in the wrong direction i am just lost right now since the only calls to the objects are for the templates which will affect every copy of the weapons we want to change. Just if you can talk to alex i think it would be best to get a model of a gun with a silencer for a new template altogether
  2. https://drive.google.com/folderview?id=0BxjzgsgirCIjRFZVVGNuNmNMTW8&usp=sharing Current work i have on the subject, most of the ability code is copied from the main abilities but it'll be useless with the way we're going, the important ones are the ReConcealeSquad and ChangeWeaponInstance functions
  3. IMO attacking an enemy should reveal you to them and any units within visual range, what i am trying to do is change the sound notice radius-enemies within sound range get their AI status transferred to yellow and , that makes them go on search for xcom (AFAIK) - when suppressed i want to make that var to be lower. EDIT: Just as i suspected when changing a weapon template's variable it will affect all other weapons with the same template. we are either going to have to go highlander or add custom weapons with "built in" suppressors
  4. What grimy does is adding new templates with abilities on game init, if we are to use a bolt on upgrade for a weapon it's gonna be hard to make it behave like a normal weapon (although not impossible) but with a lowered sound range, i've come up with some code test if we can take an instance and make that weapon to be changed.
  5. No, you have a few Item template classes: weapons,grenades and heavy weapons(to put on heavy armor) each weapon is a template that's based on one of these 3 classes, these classes have all kinds of parameters and functions but they act like abilities in terms of adding to the game. i can override templates with ease the problem is that i dont know if there's any way to change the behavior of any one instance of a template rather then the whole template (which i fear would propagate the changes to all the items of that template) in short more testing is needed i'll try to finish that by the end of the week.
  6. I want to reduce the sound signature on individual guns which is a property that is defined in the templates, that means (according to what i know right now) that we'll need to create new weapons templates for silenced weapons instead of adding a modifier to them OR create a highlander mod to change how the check works inside the weapon templates
  7. Ok i've looked at the grimy loot mod and it dosnt do what i need to not override weapons, right now my ModBuddy is not working (upgraded to win 10 last night... thanks microsoft) hopefully i'll be able to dig a little later today
  8. LWS made Tuple and the options menu separate from all other aspects of LSW toolbox, though i am still undecided on whether to use MCM UI or LWS UI (really as long as the modding community agrees the rest will align our of sheer convenience) Tuple will be used, right now i want to figure out how to change individual instances of a template without changing the template,i'll have to take a look at that and see what i can do
  9. I want to close in on the scope of this mod in 2 weeks time, if you have any core ideas you'd like to offer please do it within the next 2 weeks
  10. We are not connected AFAIK, looking at the goals of that project it looks like we have 2 different approaches to tactics, while here we try to make more meaningful choices by allowing players avoid combat with clever planning the Guerrilla war mod will try to make a "long war" of sorts- you will have to be better at managing fights, while some ideas overlap and we do intend for combat to feel harder it's not the main concern of the mod to make the combat a necessary part of every mission
  11. OK so far i have a few ideas roughly implemented: Stealthy Gear: armor,weapons and equipment that will add the ability to the player will reduce his detection radius by other enemies, similar to the SMG mod those will offer some tradeoffs for the higher stealthiness of the weapons - after all you would suspect a guy in a jacket a whole lot less than one with a full armor Suppressed Weapons: those will be tricky to implement without overriding abilities or templates (i think a highlander mod will be a good idea if we want to go with this and just overhaul it significantly) Currently i have set up silenced abilities to be used with silenced weapons, Pistols as main weapons will be very concealable but also do much less damage. Comms Delay: Enemies should only be able to notify other units of XCom being in play if they live through first turn of activation, still need to consider balance and maybe get a "Raise the alarm" ability on the AI trees or leave it as a timer on turns like it is now, right now i have an ability on all soldiers that conceals the squad if within 1 turn of squad concealment broken they have no engaging enemies on the map. Concepts and ideas Smaller Squads: The starting squad size will become smaller at 2 and have upgradability up to 6 soldiers. Smaller yet more numerous pods: Most pods will include either 1-2 lower level enemies+a commander unit OR a strong unit (archeon/andromedon/muton/avatar ect.) to balance out the smaller squad size, will scale with progress and squad size, also there would be more pods to increase by 1.5x-2x the number of enemies on the map, those rewarding stealth but not discouraging attacking the enemy head on. New Mission types and modified mission objectives: abolish the "Neutralize all enemy targets" on most missions, leaving those to the retaliation missions and possibly train raid missions. New missions that demand stealth to be preserved with smaller squad sizes allowed (no more than 3). Abolish the timers (or at least shorten them and stop them from ticking while concealed) while on missions which aren't described as time critical (like crates), New missions to assassinate/abduct a target (without a timer, keep the timed one intact) i can go on and on... New Stealth centred items: Ghost grenade, Special Ammo that does more damage while concealed, miniaturized grenades etc. New Abilities: No Squadsight penalty when concealed, Disrupt re enforcement calls, Incapacitate enemies etc. Now most of these will need some sprite work, sound work and model work, i would also love to have new animations for stealthy units to walk like a civilian and have all kinds of animations for concealed weaponry (like pistols).
  12. Which one? The one that lets movement/actions not generate any sound (bSilentAbility)? Also, if you're doing integrally suppressed weapons, you could just lower the iSoundRange to single digits and maybe copy the SMG Pack's method of reducing detection range. Yeah...duh...dumb Elad... Thanks mate, yeah if I am already getting new templates to override the abilities why go the tough route? Oh and about detection range- there's a stat on a unit I am currently adding a persistent effect to raise that on tactical load.
  13. This is fantastic! This is actually on our "To-Do" on our website. Happy to use yours though, for as long as you support it. I was actually going to have our artists do some 3D models of sound suppressors (at least for the 1st tier) I would love to cooperate here if you'd like to, fresh ideas and new looks on code are always a good thing! (also i cant do anything with modeling or sound really) I do have some problems i'd like some more minds working on- how to override the sound system in the game without doing a highlander mod, i dont think changing the template would be a good idea since it will propagate through all the units, so far i've just settled on a second variation for each suppressible weapon.
  14. Well I dont have any pictures/videos this time (some of you might have seen my post about quantum's fate) because today I have made the framework for a stealth overhaul: New silenced abilities for silenced weapons (turns out you can create those with a simple bool- thanks firaxis!) a new ability to reconceal a squad if they didn't encounter any enemies(gonna see if i can change that to just include enemy activations to not make it OP ) or taken them all out within one turn (activation->enemy Turn->check for reconceal) created an ability to reduce the detection radius if you're using items that are marked as "Civilian" for blending in(will be ini Configurable)
  15. Hello everyone, I have made a class that's called Quantum, I've already configured many abilities (14 actually- a full tree, 3 of them with animation and particle system problems i was working to solve but didnt get to it) and I've come to the conclusion that i dont have good enough ideas to keep working on it. You can see some of my work here: https://forums.nexusmods.com/index.php?/topic/4052355-what-am-i-working-on-showcase/ Here are the files for the project: all of the code and all the particle systems,materials and perks i made in the UDK editor. Download:https://drive.google.com/open?id=0BxjzgsgirCIjbXoteHhxNllPWFE No need for credits on this one if you release it(but it'd be nice anyways) and if you are taking this please say here so i'd know it has found a home. Thank you for your time. Sincerely, EladDv
  16. You cheeky genius bastards! How long were you working on these systems? i mean this thread is a month and a half old but it would seem this was on your mind from day 1 with the SDK, It's truly amazing that you think about the community (especially the modding community) so much as i know a lot of other people and companies who didnt care about their communities at all
  17. Yes, fairly late in the process it was suggested that we add Shell-level access for Toolbox, and allow it to change the default config settings, but at that point the mod had been tested to be pretty stable, so we wanted to release rather than add another feature. It is a great idea, and I wish I'd thought of it sooner. The reason there's no access in the Shell is because I decided to store the mod option setting in a gamestate, attached to the CampaignSettings gamestate. The advantage here is that such settings are stored separately per campaign, making it possible to have multiple campaigns with different settings. Handy especially if two people share the same computer, for example. The downside, of course, is that the settings have to be set for each campaign. My system works the same way (though it saves it to a regular gamestate not as a subcomponent)and I have been able to get data to get through the Shell passage using a UIDataStore object(Edited-Yup that's it), what I'm planning to do is basically copying the code but what I'll need is to get a way to pass the variables to the Toolbox code to use when starting a new campaign.
  18. if i want for example access your variables that govern what stuff is active in the game how could i send values to be applied there through intermod communication?(I'll be working on a game launch options screen for your toolbox- it saddens me that you dont have one)
  19. So looking at the code from your ToolBox a lot of file names end with _LW....i wonder what that could be :tongue: and if it will be a Highlander mod that would offer greater functionality or a regular mod with some tools you asked firaxis to insert especially for that. (also i wish they wouldnt have hardcoded stuff about second wave options in the UI and implementation it would have been much nicer to hook up to that)
  20. Ok Guys nice convos here and i see a lot i like (i'll be working on a Stealth Overhaul myself after i finish Quantum and having a framework will be stellar!) Now on what i've been doing the past 2 days- I've finished the coding of all the abilities i wanted to have and now i have even more effects to show off (and they are quite spectacular!) it took me quite a while to do those effects since i needed to reattach all the notifies of the animations i was using for the projectiles to work. Singularity- Basically a Void Rift Neutrino Beam- Basically a Null Lance
  21. Continuing work on the Quantum mod I've been able to finalize 2 more abilities (I'll do an effects pass when i finish all of the abilities so far it's all pretty similar) Ionization- Acid everyone in a 5 tile diameter, 2 uses, 3 turn cooldown Superposition- Mimic beacon, 2 uses, no cooldown
  22. oh Man Dragonpunk this is AMAZING! the model is great and the texture work looks good, cant wait until your mods get into the hands of the public
  23. I hope this will develop to a place to put your current efforts and recent advancements in XCom2 modding. This thread will be dedicated to showing off what you've recently achieved with the modding tools via code,modeling or any other asset work there is. to start let me show you what I've done today: This is the first effect and ability I have made for my Quantum mod, it's essentially a bind ability from the viper adjusted to work on a solider, I call it - Casimir Pull . Next I will work on a Superposition ability which will be like a multiturn mimic beacon.
  24. i'd just initiate a new listener for each time you get into a mission, there are a few screen listeners you can use to do so. it seems that a lot of objects/data gets purged regularly between the different shells (main game, tactical and strategic) for example the UI stack. for getting Red Fog to initiate and keep going i set up a listener to the AbilityBar TacHUD UI class because it loads early on the tac mode
  25. I'd love to know what the community is working on, so I suggest a thread which is like "what am I doing right now?" Thread, I'll start: I'm working on a mod I call quantum, it'll add a new psi like class for very late game and possibly weapons for the squad that get a boost from either psi offense or qunantum stats present throughout the squad.
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