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Everything posted by zingfharn
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It also doesn't seem to autocomplete for stuff up the chain. So, if I extend Pawn, it doesn't know about the variables in class pawn for autocomplete/intellisense.
- 100 replies
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Ech, it's more down to lack of people playing for me. Why spend time when no-one's going to see it.
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Is there a scaling offset from the origin? Like, if you do 0,0 is it where it should be, but 100, 100 is actually 150, 150?
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Stopped in what way? Like a crash?
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New GTS abilities/reverse engineering XCOM:EU/EW abilities
zingfharn replied to Kregano's topic in XCOM's XCOM 2
Yup, I found that with tech requirements too - you need to put "Needs Laboratory" in the desc, if you want to require a lab, and also show it despite requirements. -
The fact that Firebrand looks exactly like Ferro is what sold it for me.
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Tools -> options -> projects -> build and run
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Forcing mod with props/outfit to NOT activate on campaign start?
zingfharn replied to swinka6666's topic in XCOM's XCOM 2
That gives it to rank 3 and above, I think. If you're ok with that, it should be fine. -
What level of logging do you have set?
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Perhaps a little more data? One looks like a warning, though. like when you do function() { local int a, b; a = 2; }it'll warn about b.
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PSA: Submitting GameStates before campaign start
zingfharn replied to Deleted32045420User's topic in XCOM's XCOM 2
Yah, I have a mod which literally just spews out log entries OnInit, OnReceiveFocus, OnLoseFocus and OnRemoved for all screens, all the time, always activated, so I can see if anything strange is happening. class ArmListen extends UIScreenListener; Event OnInit(UIScreen S) { `Log("OnInit:" @ S); } Event OnLoseFocus(UIScreen S) { `Log("OnLoseFocus:" @ S); } Event OnRemoved(UIScreen S) { `Log("OnRemoved:" @ S); } Event OnReceiveFocus(UIScreen S) { `Log("OnFocus:" @ S); } defaultproperties { // Leaving this assigned to none will cause every screen to trigger its signals on this class ScreenClass = None; }Edit: ps - be super careful with tacticalhud. It has a double init, and does other really weird stuff when reloading saves (so it can smash save scummers). It also doesn't handle global vars at all well. -
Oh, and another really little thing. In .ini files ; This is coloured as a comment bool = true ; but this isn't
- 100 replies
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Agreed! It's a small thing, but it catches me all the time. As for everything else, seems to work like a charm. Thank you!
- 100 replies
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Goto? What about break? You need to AddStateObject for every state item which changes. You can submit the changes after adding lots of state objects. So CreateChangeObject Loop { // Do stuff Add state object } SubmitChanges
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Nationality customization list -- parsing limits.
zingfharn replied to Zyxpsilon's topic in XCOM's XCOM 2
I ran into this trying to sort Grimy's mod items in an array via a number of factors. I didn't find anything, I'm afraid. -
I'm trying to find a better way to scale research with difficulty?
zingfharn replied to jgbaxter's topic in XCOM's XCOM 2
I mean, then, erm, I'm not exactly sure what you're asking..? You could hook up a screen listener to reassign PTC on the fly based on difficulty with if(`DIFFICULTY == 0/1/2/3) then foreach the templates and do whatever. You could get it to automatically scale with science score. It's like, erm, yeah. I don't know, dude. You'll have to rephrase the question. -
I'm trying to find a better way to scale research with difficulty?
zingfharn replied to jgbaxter's topic in XCOM's XCOM 2
PointsToComplete is compared with your science score By default, Tygan gives 10 science. Other scientists give 5. You complete this many points per hour. With just the Tyganman, a 240 project takes a day. InitialProjectPoints += (TimesResearched * GetMyTemplate().RepeatPointsIncrease); InitialProjectPoints = Round(float(InitialProjectPoints) * class'X2StrategyGameRulesetDataStructures'.default.ResearchProject_TimeScalar[`DIFFICULTYSETTING]); InitialProjectPoints -= Round(float(InitialProjectPoints) * TimeReductionScalar); ResearchProject_TimeScalar[0]=1.0 ;Easy ResearchProject_TimeScalar[1]=1.0 ;Normal ResearchProject_TimeScalar[2]=1.0 ;Classic ResearchProject_TimeScalar[3]=1.0 ;Impossible TechRushReductionScalar[0]=0.5 ;Easy TechRushReductionScalar[1]=0.5 ;Normal TechRushReductionScalar[2]=0.5 ;Classic TechRushReductionScalar[3]=0.25 ;Impossible These are probably the things which will help you work it out. I've had quite a hard time trying to track down exactly where the legendary difference is set, though. Like, you'd think it'd be the timescalar. Oh, and Alien Biotech is a special case. Don't use that for any comparisons. -
I'm trying to find a better way to scale research with difficulty?
zingfharn replied to jgbaxter's topic in XCOM's XCOM 2
Doesn't the game automatically scale pointstocomplete? -
add shred and holotargeting to enemy weapons?
zingfharn replied to davidlallen's topic in XCOM's XCOM 2
Josh tends to hang around Reddit. RMcFall hangs around here. There's no guarantee either of them will answer anything, though. -
Sounds amazing, ovni. A stupid question, perhaps. How do I set it up in the first place? Just copy xcom/src into mod/SRC?
- 100 replies
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Gadwarning?
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This worked for me from a Facility. It massively depends where you're pushing from, though. `HQPRES.ScreenStack.Push(Spawn(class'UIChooseThing', self), `HQPRES.Get3DMovie()); Also, if it's not a screen, then yeah, that's not going to help ; )
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Are you sure? Mine does, with default launch options. (except nostartupmovies) this is in the log file, and I just started from the launcher: Init: Command line: -fromLauncher -review -noRedScreens -noStartupMovies -CrashDumpWatcher
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Same one, no? My launch log has this: [0028.19] ScriptLog: OnInit: UISpecialMissionHUD_0[0028.19] ScriptLog: FowEFFECT: XComFOWEffect_0[0028.19] ScriptLog: Doing it[0028.19] ScriptLog: here we are[0028.19] ScriptLog: here we are[0028.19] ScriptLog: here we are[0028.19] ScriptLog: Enabling which is definitely my work. I know, because right now my mod is crashing: [0033.97] Log: Dumping name table: (2168160)[0033.97] Log: Dumping name table: 0x041c4000 (2168160)[0037.30] Exit: Exiting.[0037.31] Log: Log file closed, 03/29/16 03:45:41 so I'm doing the exact same thing ; )