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Everything posted by Deleted32045420User
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it's getting called every time the game creates a unit anyways, my main problem is that my code dosnt override the current code for some reason, i might be trying to get all the unit creation to be a Unit_NCE creation and it will call my function there
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At least I know now that it was you. After I could no longer find the post I thought I had only dreamed it, cause I was getting real cranky already thanks to the problems with my Hidden Potential mod :laugh: You appear to be much more well versed in this than I am, but I will keep an eye out and maybe I stumble over something by dumb luck. do you know where i could the the " `GAMECORE" code from? is it in an ini? it seems to be the key to activating the stock NCE Which of the .uc files had the High Aim, Low Aim again ? It's amazing that you even found that in 1900 files. Well the original Xcom.ini was called DefaultGameCore.ini, I'm still trying to wrap my head around the basic file structure. you can just use the shift-ctrl-f for searching the entire solution, i searched on the XComGameState_Unit and found that on creation called the randomizeStats() function.
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At least I know now that it was you. After I could no longer find the post I thought I had only dreamed it, cause I was getting real cranky already thanks to the problems with my Hidden Potential mod :laugh: You appear to be much more well versed in this than I am, but I will keep an eye out and maybe I stumble over something by dumb luck. do you know where i could the the " `GAMECORE" code from? is it in an ini? it seems to be the key to activating the stock NCE
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I'm afraid this might not be much help, but when I released my Hidden Potential mod on Steam, someone asked if I would also remake Not Created Equally and he posted a script snippet. I wanted to take a look at it later, but the post was deleted by then. Anyway, from what I remember that snippet included Low Aim and High Aim, which were the modifiers for that Second Wave option and they could be set in the Xcom ini. So if the SDK includes all the Xcom scripts, shouldn't the random number script which they used for Not Created Equally also be there somewhere ? yeah that was me, i took a look at it but for some reason the existing code dosnt trigger at all it has some weird option i couldnt find references to elsewhere, what i tried to do is override that code and see if it helps but it dosnt work. i dont know why but i think it's because it's calling them from XComGameState_Unit and not the custom XComGameState_Unit_NCE type and then it's trying to run the OG code, i might need to change that a bit but that's probably going to require much more work, i dont want the regular Low Aim High Aim that the OG NCE has because now we have hacking and dodge and Armor, i might try to take another jab at it later this week searching for all the instances of "unit.RandomizeStats()" and replace the unit with a unit_nce type so it'd work
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XCOM2 [Mod Buddy] Intellisense Scripts
Deleted32045420User replied to Albeoris's topic in XCOM's Discussion
Notepad++ But it does not matter. Just icon. 1) Are you don't specify a match for the extension .uc in TextEditor->File extension?2) Can you delete (while ModBuddy is open) \XCOM 2 SDK\Binaries\Win32\ModBuddy\Extensions\Application\UnrealScriptPackage1_0.dll ? If you can it's not used as extension.3) Can you press Ctrl+Space after dot? Not working? 4) Can you see any popups in the your file or not? 1) i didnt, which one should it have? right now i have a microsoft Visual Basic experience. 2) i cant delete that file. 3) i can press those 2 keys after a dot. 4) i have no popups -
XCOM2 [Mod Buddy] Intellisense Scripts
Deleted32045420User replied to Albeoris's topic in XCOM's Discussion
yeah i am, this is so weird, it should work- i tried to revert the binaries back and then install again but it dosnt work for me for some reason Wait what software is that icon that is on your .UC files from? i dont have it- that might be the problem -
XCOM2 [Mod Buddy] Intellisense Scripts
Deleted32045420User replied to Albeoris's topic in XCOM's Discussion
i dropped the files where you said to and now i am getting in a script and trying to get it to work- first i tried with the given example of a weapon mod to write another Template.something line and it didnt work then i transfered to my own script trying to get it to work there but to no success -
XCOM2 [Mod Buddy] Intellisense Scripts
Deleted32045420User replied to Albeoris's topic in XCOM's Discussion
still now working at all, is there anywhere i need to enable the intellisense? -
XCOM2 [Mod Buddy] Intellisense Scripts
Deleted32045420User replied to Albeoris's topic in XCOM's Discussion
For some reason it didnt work after changing the files, any ideas? -
hello! for the last couple of days i've been trying like crazy to mod in a new "Not Equally Created" option, now i've found where the soldiers are initialized from but for some reason my override code dosnt fire: (all of those array stuff is hard coded right now, i'll move it to INI once i get the change going smoothly) class XComGameState_Unit_NCE extends XComGameState_Unit; function RandomizeStats() { local int Costs[8]; local int vfiLength; local int points; local array<int> RandomStats; local bool PointCheck; local int j; local int currentStat; local int ValuesFromINI[16]; `log("got here"); Costs[0]=20; Costs[1]=3; Costs[2]=6; Costs[3]=12; Costs[4]=3; Costs[5]=6; Costs[6]=6; Costs[7]=60; ValuesFromINI[0]=7; ValuesFromINI[1]=4; ValuesFromINI[2]=75; ValuesFromINI[3]=55; ValuesFromINI[4]=10; ValuesFromINI[5]=0; ValuesFromINI[6]=15; ValuesFromINI[7]=10; ValuesFromINI[8]=50; ValuesFromINI[9]=30; ValuesFromINI[10]=10; ValuesFromINI[11]=0; ValuesFromINI[12]=15; ValuesFromINI[13]=5; ValuesFromINI[14]=1; ValuesFromINI[15]=0; vfiLength=16; do { points=75; PointCheck=true; for(j=0;j<vfiLength;j++) { currentStat= Max(Rand(ValuesFromINI[j]+1),ValuesFromINI[j+1]); points-=((currentStat-ValuesFromINI[j+1])*Costs[(j)/2]); RandomStats.addItem(currentStat); j++; } `log("out of forloop"); if(ABS(points)>10) { RandomStats.remove(0,RandomStats.Length); PointCheck=false; `log("PointCheck=false" @points); } } Until(PointCheck==true); `log("Stat:HP" @RandomStats[0]); `log("Stat:Aim" @RandomStats[1]); `log("Stat:Defense" @RandomStats[2]); `log("Stat:Mobility" @RandomStats[3]); `log("Stat:Will" @RandomStats[4]); `log("Stat:Hacking" @RandomStats[5]); `log("Stat:Dodge" @RandomStats[6]); `log("Stat:Armor" @RandomStats[7]); `log("got here 2"); SetBaseMaxStat(eStat_HP,ValuesFromINI[0]); SetBaseMaxStat(eStat_Offense,ValuesFromINI[2]); SetBaseMaxStat(eStat_Defense,ValuesFromINI[4]); SetBaseMaxStat(eStat_Mobility,ValuesFromINI[6]); SetBaseMaxStat(eStat_Will,ValuesFromINI[8]); SetBaseMaxStat(eStat_Hacking,ValuesFromINI[10]); SetBaseMaxStat(eStat_Dodge,ValuesFromINI[12]); SetBaseMaxStat(eStat_ArmorMitigation,ValuesFromINI[14]); SetCurrentStat(eStat_HP,RandomStats[0]); SetCurrentStat(eStat_Offense,RandomStats[1]); SetCurrentStat(eStat_Defense,RandomStats[2]); SetCurrentStat(eStat_Mobility,RandomStats[3]); SetCurrentStat(eStat_Will,RandomStats[4]); SetCurrentStat(eStat_Hacking,RandomStats[5]); SetCurrentStat(eStat_Dodge,RandomStats[6]); SetCurrentStat(eStat_ArmorMitigation,RandomStats[7]); } Now i have also tried to go to the characterPoolManager and change the stats of the soldiers from there when they are created:(RandomStats is the same thing that is shown above) class CharacterPoolManager_NCE extends CharacterPoolManager dependson(XGTacticalGameCoreNativeBase, XGCharacterGenerator)config(Game); event XComGameState_Unit CreateSoldier(name DataTemplateName) { ....... RandomStats(NewSoldierState); }