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Deleted32045420User

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Everything posted by Deleted32045420User

  1. hehehe, nah i am not an artist at all, but a coder i am. i am looking for cooperations because it's nice to have someone to have your back if you write a bug or unavailable for a short period of time not to take someone's idea and claim it as my own, i would like some recognition yeah but i am not an ar**hole :smile:
  2. I too am having a problem with pics- i have the right one with the right name and it'd show it in the update box when i am trying to publish but it wont catch on steam...
  3. i have no idea what you're talking about, care to explain it in more detail? i am looking for a new project soon and i'd like to see what others have ideas for
  4. Probably want to get the weapon templates and replace the wanted field with your one
  5. See? in the end anyone can help you even if they are not UI masters! no need to throw any vague threats of stopping development or anything just keep trying!
  6. Why overriding the class? you could just take the screen stack and push your screen to the top. i'd love to see any code you come up with but i cant contribute right now until i am finished with fixing my red fog implementation
  7. From the little i know about the UPK mechanism i think you'll have to write overwrite code for it to get the assets to load(just like loading pics and models for weapons), right now i have looked at the UIUitilities_Image file but most of its are static so until we get an update to the SDK we cant override those functions, there are probably some more locations where the UI is getting the assets from so you might just want to search for "img:///" in all the source files to find some more info
  8. UIMission, i am using the regular search tool in mod buddy
  9. simulated function BuildConfirmPanel(optional TRect rPanel, optional EUIState eColor) { local TRect rPos; if( LibraryPanel != none ) { `HQPRES.m_kAvengerHUD.NavHelp.ClearButtonHelp(); AddIgnoreButton(); } else { AddBG(rPanel, eColor); // Launch Mission Button rPos = VSubRect(rPanel, 0.4f, 0.5f); AddButton(rPos, m_strLaunchMission, OnLaunchClicked); rPos.fTop += 35; rPos.fBottom += 35; AddButton(rPos, m_strIgnore, OnCancelClicked); } } This is the code that initializes the "Launch Mission" Panel. so you can just override it in a child class that'll get called by a listener to the UIMission Screen, you could probably just take the GPIntelOptionsCB code and copy it,pushing a UIMission_GPIntelOptions like screen over the top with some minor tweaks of the original code
  10. maybe they didnt find the right balance, i am surprised they didnt include this with the regular game since it would be an amazing feature to have. i hope i helped a bit, i may not be around for some coding but i might also do...i know i am super vague... just have a lot on my plate right now and see if i can squeeze it in because i would like to contribute. right now i am not the best with UI (although i hope to get better with experience) but i can point out a few things i see from the firaxis code, looks like implementing this mod is going to be quite trivial compared to some other stuff i've seen here, just adding the UI and calling the PickIntelOptions() or even writing a better randomised one, it dosnt sound hard at least in theory
  11. Found the MissionIntelOption definition in the X2StrategyGameRulesetDataStructures - seems like it does have at least a base cost struct native MissionIntelOption { var name IntelRewardName; var StrategyCost Cost; }; And i found that each mission no matter what is capable of holding intel options in XComGameState_MissionSite.uc Now all the intel options are just hack rewards so really once you add these to the hack rewards it's a piece of cake to get them to spawn to the missions, because from what i understand all you need to do is just call PickIntelOptions() from that same file and bam you have intel options,from there it's just pushing the UI screen to the stack and letting it grab the options, although right now it seems that it's hardcoded to find the GPMissionSource but you can alway just copy the rest of the code and create a new UIMission screen you push onto the screen stack
  12. Sure. I'll hop in! sounds like a great idea for a mod, though i say we need MUCH more intel options to go around all the way from 10 intel to 100-150 intel Stuff like XCom reinforcements, 1 or 2 use Conceal for everyone(additive so rangers wont miss out), extra mobility or aim,less pods -really heavy stuff as well as light stuff like extra loot, extra turn or two on the timer(actually this could be medium like 40-60),an extra room for a soldier, maybe bigger rewards from the mission and so on
  13. Hello! as a part of the ongoing effort to make my red fog mod more stable i've been looking for some time into the X2Effect_PersistentStatChange class and it's parents. Now honestly i am LOST. So far i have created an instance of this class: static function X2Effect_PersistentStatChange CreateRedFogStatusEffect(array<ECharStatType> StatTypes, array<float> StatChanges,bool b_IncludeRobotics) { local X2Effect_PersistentStatChange PersistentStatChangeEffect; local X2Condition_UnitProperty UnitPropCondition; local ECharStatType StatType; local float StatChange; local int i; PersistentStatChangeEffect = new class'X2Effect_PersistentStatChange'; PersistentStatChangeEffect.EffectName = 'RedFog'; PersistentStatChangeEffect.DuplicateResponse = eDupe_Refresh; PersistentStatChangeEffect.BuildPersistentEffect(1,true,,,eGameRule_PlayerTurnBegin); for(i=0;i<StatTypes.Length;i++) { StatType=StatTypes[i]; StatChange=StatChanges[i]; PersistentStatChangeEffect.AddPersistentStatChange(StatType, StatChange , MODOP_Multiplication); } PersistentStatChangeEffect.bRemoveWhenTargetDies = true; UnitPropCondition = new class'X2Condition_UnitProperty'; UnitPropCondition.ExcludeRobotic = b_IncludeRobotics; PersistentStatChangeEffect.TargetConditions.AddItem(UnitPropCondition); return PersistentStatChangeEffect; } But i dont know how to apply it to a unit. Once applied it should automatically update the stats and show up in the shot breakdown as far as i understand the X2Abillity_ToHitCalc_StandartAim class. Thanks in advance for the help, EladDv.
  14. you can probably take most of the stuff you need for the internal logic from the stock code for checking those things, modify stats works by giving it a set of stat changes and smacking it's bum
  15. Too simple, in the sense that it's an ini file tweak to change the squad sight penalty value globally. I'm trying to change it conditionally based on what skills the sniper has. I want my "Sniper" sharpshooters to suffer less of a range penalty than my "Gunslinger" sharpshooters, which means I need to change the penalty at runtime. Or I guess cheat by adding aim to counter the squad sight penalty but that's a horrible way of doing it. Not really. It beats any other way you can do it,it dosnt mess with other code,dosnt break compatibility and is all around harmless and less bug prone
  16. I've gotten a few of these over the week I've been modding the game and it was ALWAYS my fault with bad code of some sort, soemthing like bad class definitions or misuse of variables or configs
  17. What god aweful pre-2007 editor wont recognise UTF-8? now descriptions as far as i know are distributed, across many MANY files, you'd have to go to each uc file that contains the actual code that displays the information (usually it's name will start with "UI") and see what ini files it references, or you could just look through all the files with a notepad
  18. I was planning on making a mod allowing capturing units and that would probably carry over some of the problems since people would like to customize their captives-well mind controlled...i'd like to see what you come up with -i'll be keeping a close eye, i am too busy right now with my second wave mod but i am free for anything later(Though i do have a cool idea of a Quantum mechanic which will be similar to Psi Soldier)
  19. i talked to the guy who makes SWR- his NCE is based on my code and our ideas are a bit different- i am aiming for new and adapted more long war like second wave options he's going for EW style SW options. I am also going for a single mod to reduce thread bulk and inter compatibility issues and he's doing a more modular approach that allows him to do some stuff i cant (at least easily)
  20. Thank you all, i have sorted out all the problems and Commander's Choice is now up. i've put a message there.
  21. I dont know what the code is actually doing (though i suspect it's building a new gamestate to submit) but as long as your ability is a child of X2Ability it'll compile fine.
  22. yeah and but it'll encourage people to give meaningful names to their armor legs and arms Dosnt work for me, give a 403 forbidden error
  23. maybe you had that open? sometimes it just borks up all on it's own and restarting mod buddy works for me
  24. I think we should strive towards developing a base mod which has a lot of utilities for other mods to build on easily rather than go and do a second long war mod
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