-
Posts
185 -
Joined
-
Last visited
Everything posted by Deleted32045420User
-
really where have you heard that from? any new details on the way it's gonna work?
-
Yeah I think a major code base overhaul for the game will be needed as a framework to allow modders more compatibility with larger projects
-
yeah, I've been feeling like the workshop was getting filled to the brim with more and more flags,nations,voice packs and minor INI changes- that was sure to end once the novelty wore off for the masses- now more thoughtful mods can get more attention
-
In case you are curious... http://i.imgur.com/gFQzK0Y.jpg?1 this is beautiful! i HAVE to release a mod that does that
-
Game getting stuck when loading a save
Deleted32045420User replied to Deleted32045420User's topic in XCOM's XCOM 2
there is a listener for that, I'll look on how I can change that thanks amineri! EDIT: Ok i solved it, and it wasnt the UITacticalHUD (on a second though it wouldnt make sense as the non UI version has that listener too) but it was a reference to the Pause menu UI i saved in a listener(i put a global var there instead of using local vars), changed that to local and now it all works perfectly, thank you for the tip Amineri! -
take a look at the SecondWaveReborn mod, pretty much every part is dealing with this so you'll have a lot of reference but in short: Unit.SetBaseMaxStat(eStat Stat, float Amount); //(might be SetBaseStat) Unit.SetCurrentStat(eStat Stat, float Amount);
-
Ok this is 100% a problem with the UI if someone can give me a few notes of the XCOM 2 UI system and how to build UI screens for it i would thank them very much, and if someone wants to jump in and help me make those i'll be more than happy to list them as a creator and contributor for this mod When loading a save with my mod after playing another save already(so play a save, move a couple of turns and try to load that save again) it get's stuck on the loading screen for no apparent reason(if you load a different save it will crash!)- this only happens when loading a save after already being in another one,now i've been able to narrow it down to the UI version of the code only which suggests that the problem lies somewhere in the UI code but i cant figure it out. HERE is the compressed mod file (including Src) it's just gonna be too much to get in here but the short of it is that i am using a UIDataStore and a gamestate component (on XComGameState_Headquarters) to save and load the data. the log: [0219.38] ScriptLog: Created New Ability Template [0219.38] ScriptLog: Created New Ability Template [0219.38] ScriptLog: Activated RedFog Medikit Gremlin Heal [0219.38] ScriptLog: Activated RedFog Medikit Restore Mist Heal [0219.38] ScriptLog: Replaced Soul Steal For RedFog [0219.38] ScriptLog: Activated RedFog Regeneration Heal [0219.38] ScriptLog: Activated RedFog Regeneration Heal [0219.38] ScriptLog: Activated RedFog Regeneration Heal [0219.38] ScriptLog: Activated RedFog Stasis Vest Regeneration Heal [0219.38] ScriptLog: Mod OnReceiveFocus() UIAvengerHUD ScreenListener triggered [0219.43] Warning: Unable to determine destructible actor dimensions for "Plot_CTY_MdObj_Civic_01.TheWorld:md_Monument_01_14.XComDestructibleActor_1" [0219.61] Log: ###### OnlineEventMgr waited 0.00 seconds for saves to complete [0219.61] Log: LoadMap: Plot_CTY_MdObj_Civic_01?Name=Player?Team=255?game=XComGame.XComTacticalGame?LoadingSave [0219.70] Log: --- LOADING MOVIE START --- [0219.71] Log: Movie Started Event: 1080_Black [0220.02] Log: [0221.05] Log: Bringing up level for play took: 0.022406 [0221.08] Log: ########### Finished loading level: 1.470186 seconds [0221.10] Log: Initializing world volume info. min: -3265.000000 -2497.000000 -65.000000 dim: 8067.000000 5763.000000 1091.000000 the log when using the non UI version of the mod: [0146.86] ScriptLog: Mod OnReceiveFocus() UIAvengerHUD ScreenListener triggered [0146.91] Warning: Blueprint CTY_Street_TBlvd_08x16_02.TheWorld:PersistentLevel.XComBlueprint_7 does not have a valid map reference! Bug an LD. [0146.91] Warning: Blueprint Plot_CTY_MdObj_Mixed_02.TheWorld:CTY_Street_TBlvd_08x16_02_44.XComBlueprint_7 does not have a valid map reference! Bug an LD. [0146.91] Warning: Unable to determine destructible actor dimensions for "Plot_CTY_MdObj_Mixed_02.TheWorld:md_Monument_01_14.XComDestructibleActor_1" [0147.06] Log: ###### OnlineEventMgr waited 0.00 seconds for saves to complete [0147.06] Log: LoadMap: Plot_CTY_MdObj_Mixed_02?Name=Player?Team=255?game=XComGame.XComTacticalGame?LoadingSave [0147.14] Log: --- LOADING MOVIE START --- [0147.15] Log: Movie Started Event: 1080_Black [0147.67] Log: [0149.31] Log: Game class is 'XComTacticalGame' [0149.32] Log: Bringing World Plot_CTY_MdObj_Mixed_02.TheWorld up for play (0) at 2016.04.16-21.14.05 [0149.32] Log: Bringing up level for play took: 0.012713 [0149.35] Log: ########### Finished loading level: 2.293459 seconds [0149.37] Log: Initializing world volume info. min: -3265.000000 -2497.000000 -65.000000 dim: 8067.000000 4995.000000 1091.000000 [0149.64] Error: (AddNetObject) Objects SkeletalMeshSocket BaseHead.Meshes.SM_Head_F:SkeletalMeshSocket_37 and SkeletalMeshSocket BaseHead.Meshes.SM_Head_F:SkeletalMeshSocket_20 have duplicate NetIndex 556 [0149.64] Error: (AddNetObject) Objects SkeletalMeshSocket BaseHead.Meshes.SM_Head_F:SkeletalMeshSocket_38 and SkeletalMeshSocket BaseHead.Meshes.SM_Head_F:SkeletalMeshSocket_21 have duplicate NetIndex 557 [0149.64] Error: (AddNetObject) Objects SkeletalMeshSocket BaseHead.Meshes.SM_Head_F:SkeletalMeshSocket_39 and SkeletalMeshSocket BaseHead.Meshes.SM_Head_F:SkeletalMeshSocket_22 have duplicate NetIndex 558 [0149.64] Error: (AddNetObject) Objects SkeletalMeshSocket BaseHead.Meshes.SM_Head_F:SkeletalMeshSocket_40 and SkeletalMeshSocket BaseHead.Meshes.SM_Head_F:SkeletalMeshSocket_24 have duplicate NetIndex 560 [0149.64] Error: (AddNetObject) Objects SkeletalMeshSocket BaseHead.Meshes.SM_Head_F:SkeletalMeshSocket_41 and SkeletalMeshSocket BaseHead.Meshes.SM_Head_F:SkeletalMeshSocket_25 have duplicate NetIndex 561 [0149.64] Error: (AddNetObject) Objects SkeletalMeshSocket BaseHead.Meshes.SM_Head_F:SkeletalMeshSocket_42 and SkeletalMeshSocket BaseHead.Meshes.SM_Head_F:SkeletalMeshSocket_26 have duplicate NetIndex 562 [0149.64] Error: (AddNetObject) Objects SkeletalMeshSocket BaseHead.Meshes.SM_Head_F:SkeletalMeshSocket_43 and SkeletalMeshSocket BaseHead.Meshes.SM_Head_F:SkeletalMeshSocket_27 have duplicate NetIndex 563 [0149.64] Error: (AddNetObject) Objects SkeletalMeshSocket BaseHead.Meshes.SM_Head_F:SkeletalMeshSocket_44 and SkeletalMeshSocket BaseHead.Meshes.SM_Head_F:SkeletalMeshSocket_28 have duplicate NetIndex 564 [0149.64] Error: (AddNetObject) Objects SkeletalMeshSocket BaseHead.Meshes.SM_Head_F:SkeletalMeshSocket_46 and SkeletalMeshSocket BaseHead.Meshes.SM_Head_F:SkeletalMeshSocket_3 have duplicate NetIndex 565 [0149.64] Error: (AddNetObject) Objects SkeletalMeshSocket BaseHead.Meshes.SM_Head_F:SkeletalMeshSocket_47 and SkeletalMeshSocket BaseHead.Meshes.SM_Head_F:SkeletalMeshSocket_4 have duplicate NetIndex 566 [0150.33] Warning: Redscreen: Blueprint CTY_Street_TBlvd_08x16_02.TheWorld:PersistentLevel.XComBlueprint_7 does not have a valid map reference! Bug an LD. [0150.33] Warning: Redscreen: Blueprint Plot_CTY_MdObj_Mixed_02.TheWorld:CTY_Street_TBlvd_08x16_02_423.XComBlueprint_7 does not have a valid map reference! Bug an LD. ------regular log stuff without any problems from here.---------- Important code samples
-
TBH (and I don't want to sound arrogant or anything) if you don't know what these errors mean you should try learning coding some more, these are pretty simple and common compilation errors and they are also stated in clear English, now I know some people don't speak English as their native tongue (including myself) but this is the basics that you have to know to code properly, cold hard truth - I know I've run into that brick wall a few times myself. I know I'm not the most helpful right now but I'm on my phone proper explanations will come soon in an edit EDIT: sorry i was so tired yesterday, the first issue "local variable never assigned a value" means that you have a local variable (like local int x;) that you never assigned any value to, that means that when you will try to access it all kinds of interesting different things might happen, you want to get that variable a value to start with like x=0; for and int or any other value you'd like. The second issue "unreferenced local variable" means that you have a variable that you declared but never used, that is not a problem just a minor warning the compiler gives you in order to make sure that you know what you are doing in the code, actually looking at the "errors" i can see they are not even errors (well the first one might be but i cant remember) but are warnings which means that your code will run and compile just with some warnings in there. Now for some real talk about programming- if you want to program it's awesome! do it and i wish you the best of luck, but starting with modding is a mistake at least in my eyes- you have to jump through so many hoops and work on all kinds of workarounds it's unsuitable for a person just learning to code. IMHO the best way to start learning how to code will be to take a java/c#/python compiler, watch some crash courses on youtube on these languages and just mess around with it- find something that you are interested in, find a challenge and overcome it!
-
mod compatibility: playable advent and second wave reborn
Deleted32045420User replied to davidlallen's topic in XCOM's XCOM 2
NVM looks like people confirm that the problems are fixed with new experimental SWReborn version, even red fog -
mod compatibility: playable advent and second wave reborn
Deleted32045420User replied to davidlallen's topic in XCOM's XCOM 2
idk, it just seems that SWReborn and playable advent dont go well together. it's not just the thing with faceless it's triggering everytime someone get's hit even regular soldiers -
mod compatibility: playable advent and second wave reborn
Deleted32045420User replied to davidlallen's topic in XCOM's XCOM 2
well currently the code searches for Unit.IsInjured() and it gets an unexpected result, as for red fog- where do you activate the code? my code activates when the unit takes damage (after some filtering and stat saving level) [0134.32] ScriptLog: ===== Ability Name: StandardShot ======= [0134.32] ScriptLog: ===== Ability Name: StandardShot ======= [0134.32] ScriptLog: ===== Target Name: Faceless ======= [0134.32] ScriptLog: ===== bReactionFire: False [0134.32] ScriptLog: CalculatedHitChance: 89 [0134.32] ScriptLog: calcHitChance: 89 [0134.32] ScriptLog: kBreakdown.MultiShotHitChance: 0 [0134.32] ScriptLog: kBreakdown.FinalHitChance: 89 [0134.32] ScriptLog: critChance: 0 [0134.32] ScriptLog: dodgeChance: 0 [0134.32] ScriptLog: Adding X2Action to display Cover DR... [0134.32] ScriptLog: =============== UNIT TOOK DAMAGE ==================== [0134.32] ScriptLog: Attacker: Ted Cruz [0134.32] ScriptLog: Damaged: Faceless - Faceless [0134.32] ScriptLog: DamageAmt: 5 [0134.32] ScriptLog: =============== AbilityStats ==================== [0134.32] ScriptLog: Ability: StandardShot [0134.32] ScriptLog: Name: Ted Cruz [0134.32] ScriptLog: DamageDone: 5 [0134.32] ScriptLog: Luck: 11 [0134.32] ScriptLog: Elevation: 0 [0134.32] ScriptLog: WoundedDamage: 8 [0134.32] ScriptLog: Turtle: 0 [0134.32] ScriptLog: Shots Against: 0 [0134.32] ScriptLog: Close Range: 0 [0134.32] ScriptLog: Dashing: 0 [0134.32] ScriptLog: OverwatchTaken: 0 this is the log output i am getting so i want to know what can i do to make sure these mods are interoperable -
PSA: Submitting GameStates before campaign start
Deleted32045420User replied to Deleted32045420User's topic in XCOM's XCOM 2
It's OK my code has other checks. It's always passing another filter level to not redo some stuff. -
PSA: Submitting GameStates before campaign start
Deleted32045420User replied to Deleted32045420User's topic in XCOM's XCOM 2
you should set up a screen listener on ScreenClass=None and print out the class with `log("Screen Activated:"@String(Screen.Class)) in the OnInit(UIScreen Screen) event, that way you'll know on what screen you can activate at the desired time and modify on that one by changing the ScreenClass=X to the one you want to activate on -
PSA: Submitting GameStates before campaign start
Deleted32045420User posted a topic in XCOM's XCOM 2
Hello! As a part of my Second Wave Reborn mod (shameless plug) i have tried to get UI controls working and saving their states in order to read back from them when the code is asked whether it needs to perform different operations (red fog/hidden Potential/NCE ect.) and i have found that adding game states to history before the game initializes can cause one of 2 problems: (as far as i have noticed) Not Loading BattleData for GateCrasher: if you submit the game state before the dropship UI comes up the battleData gamestate would not initialize, that causes the Gate Crasher mission to fail (as in mission failed/aborted) and take you to the avenger, this is not persistent but is problematic to players. Not Loading the map: if you submit the game state before the mission starts your units will be loaded outside the map/not load the map , trying to restart the mission will crash the game and the log will spam warnings about Initializing world volume info.The solution i have come up with(which is entirely personal and your solutions may need to be different) is using the Tactical HUD UI as a starter to the code i use to submit the game state: -
How to load a mod before cinematics, main menu?
Deleted32045420User replied to Konargus's topic in XCOM's XCOM 2
Since int files are not getting into the base game the only way I know of doing this is adding the new files into the folder manually but if there's a mod already doing this take a look at ir -
How to load a mod before cinematics, main menu?
Deleted32045420User replied to Konargus's topic in XCOM's XCOM 2
What do you mean? You've made localisation files for a new language as a part of stock game or did you have a mod you have made localisation files for? Technically speaking it's not easy to get a mod activated before the main menu and I don't know if it's possible, and about your "code" you can't just add functions to classes and just believe it's gonna work, my advice is to learn about coding before trying to edit scripts because that'll save you a whole lot of trouble and mistakes like this one, in short for an event or function to activate it needs to be called and since the game dosnt know of any initgame function at it's base that event won't get called at all. -
X2EventManager as an Enterprise Service Bus?
Deleted32045420User replied to TeamDragonpunk's topic in XCOM's XCOM 2
It worked perfectly thanks! added it's data to my saved options file and now it's all going good. -
X2EventManager as an Enterprise Service Bus?
Deleted32045420User replied to TeamDragonpunk's topic in XCOM's XCOM 2
Really? It could help a lot for me. Right now I am having problems with saving some data for UI options, can you post some code of the use cases and bow to read from it (without overriding any classes) -
X2EventManager as an Enterprise Service Bus?
Deleted32045420User replied to TeamDragonpunk's topic in XCOM's XCOM 2
you could push it to the `ScreenStack bottom with `SCREENSTACK.Screens.InsertItem(`SCREENSTACK.Screens.length-1, myScreen ); Works for me and puts it below everything else, and since it's a stack it would keep it that way (unless anything else tries burrowing even lower) EDIT: as long as the game dosnt decide it wants to delete the stack and repopulate it like it does on game start -
yeah the title is kinda bombastic i know but it's a short for everything i am having trouble with. Now first thing first when i am resetting a soldier's class and then rank him up through Unit.RankUpSoldier it wont give him the basic ability until i get out of the promotion screen and back in, if i dont do that the soldier will remain without his new base perk. Commander's Choice code another problem i have is with the ComponentGameState not being read until i get out of the promotion screen and back in, i guess it's all around the same line of problem which will be solved with the same fix but i cant seem to find it Main Hidden Potential Code for init. Rest of Hidden Potential code (mostly getting the actual stats) Actual Object i am adding to the unit as a component: Thanks in advance for your help, EladDv
-
XCOM2 Discussion about "How Do I change XXX in the game?"
Deleted32045420User replied to Amineri's topic in XCOM's Discussion
damn! shots FIRED! -
Hello, my name is Elad and i'm looking for partners to help me bringing quality mods for the community. i'm currently looking for programmers (though artists are welcome too :) ) which can help me to maintain and improve my mod "Second Wave Reborn". right now the mod is very much complete at least in its initial scope but i'd like to go on with more features and fix any bug i come across, sadly i'm starting my second semester right now and i wouldnt have as much time as i'd like to work on the mod and any future projects so i'd like to find some partners to work with to provide the community with the mods they deserve. Requirements: Programming knowledge (preferably with UC and XCOM 2 modding). A reasonable amount of time available for the project. Enthusiasm - caring for modding,coding,XCOM and the community.