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Everything posted by LiQuiD911
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When I overcome my lazyness xD For anyone who's interested, here the ini-configurable wave system (pretty experimental at this point) https://www.dropbox.com/s/1zvm6ek7hyu90v6/WaveSystem%20Override.rar?dl=0 Get an advanced text editor like Notepad++ You need understanding of how DefaultMaps.ini works Place the DefaultWaveSystem.ini in your Config folder Place patch_override_wave_system.upk in your CookedPCConsole folder Choose the map you want to add alien reinforcements in DefaultMaps Append the map patch "patch_override_wave_system.upk" as a streaming map in the defaultmap entry , StreamingMaps[11]=( MapName="patch_override_wave_system", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) would do Open an example "source" file provided in the archive and change the MapDisplayName to the display name of the map you chose, you can tweak the spawn point vectors of the aliens, leaving Scalable=true will let the AI select the enemies to spawn. Once you're finished you need to condense the entire file to a single line because the engine won't accept it otherwise. With NotePad++ you can do Edit->Blank Operations->Remove unnecesary blank and EOL. Copy the line and place it as an entry of DefaultWaveSystem.ini. I advise using this kind of "source" files because working with a singe line gets messy very quick. DefaultWaveSystem already contains the 2 examples. It seems that the DisableEvent and OnGroupActivated are not working.
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There's another problem with the maps, some objects in the map upk share the same "index" of other objects loaded in game. This didn't cause any major trouble around beta14, but in beta15 the bugs started to show, like the move path preview not displaying in the musem maps. Wastelandghost made those indexes moddable through the upkutils, but I haven't tested what happens if I reset all indexes to -1 or 0.
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Yes, almost everything is customizable. I am unsure if the waves are auto-scalable. All I did is change the interface from UDK actors to INI files, but I'm having trouble exposing all the variables and I am unsure if it can safely replace the exalt configuration for the moment. I also worked on exposing capture and hold and iniltration variables for the exalt missions but it isn't as straightforward as I initaliy thought. The wave system has fully been moddable since january, through the UDK addon I uploaded on git https://github.com/iiiLiQuiDiii/UDK, but I didn't bother documenting it (shame on me).
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LW Projects (...after final version #3)
LiQuiD911 replied to Zyxpsilon's topic in XCOM's Enemy Unknown
I haven't inspected the XCOM reinforcements classes yet, but I've almost finished the Exalt-like backup, everything will be INI-exposed : locations,alien types, on which round they appear etc -
Working on fully INI-customizable alien reinforcements WaveSystem :) http://i.imgur.com/iGfZ9Zh.jpg?1
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LW Projects (...after final version #3)
LiQuiD911 replied to Zyxpsilon's topic in XCOM's Enemy Unknown
@Dethraker, my idea is to do a quick hack to move the spawn points of a single exalt map stream and reuse the same stream for all the exalt maps of the same type (extraction/defence) because I can get handles for them by using their actor names (which change from stream to stream). As part of the xcom udk I've extracted the wave system class but I haven't tested if it can stack with an existing wave system on an exalt mission my guess is that it doesn't but it's just a guess. With it I can conjure any alien unit by specifying the walk-in and destination coordinates of each wave. The xcom starting position would not change if I do not salvage parts of wghost's lz mutator. I have more experience with kismet and "map patches" so I'd make it with this method. I haven't had much luck spawning xcom soldiers with custom configured gear because I don't have a good understanding of how inventory works. However I've succeeded in spawning simple soldiers with predefined gear like pistol-only, regular soldier with riffle (gauss in lw) etc.. Their resources must be manualy loaded or they won't apear ingame an/or will crash. -
LW Projects (...after final version #3)
LiQuiD911 replied to Zyxpsilon's topic in XCOM's Enemy Unknown
If I overcome my lazynes I could make exalt and undercover agent spawn points configurable like wastelandghost's landing zones. Is anyone interested in that? -
Can someon help or mod this idea for me ?
LiQuiD911 replied to angelalex2's topic in XCOM's Enemy Unknown
You mean Squadsight? As long as a squadmember has eyes on a target and the sniper has a straight line to the target but he's too far, you can take a shot. It's a perk you can get at level 2 sniper. It's an alternative between snapshot and squadsight in vanilla. -
The difficulty and mission count are customizable. Try using secondwave options like the one which spawns less aliens and gives you 8 soldier slots from the start. There are also secondwave options to give soldiers and interceptors an aim bonus (I always use The friendly skies)
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It color codes it only if the player controls the unit, for aliens the hp bar is al the same color. By the way, I just realized that Cryssalids won't regenerate their full hp, only the base. http://static-2.nexusmods.com/15/mods/151/images/629-0-1441041334.jpg
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I've managed to add some bonus armor HP by setting iHPBonus on the alien weapons, it doesn't scale with alien research but it's something. Here's how distributed the base and armor HP Sectoid...........3+0 -> 3+0 Floater...........5+0 -> 3+2 Thinman...........5+0 -> 3+2 Muton.............8+0 -> 5+3 Cyberdisc........18+0 -> 12+6 SectoidCommander.15+0 -> 15+0 FloaterHeavy.....15+0 -> 9+6 MutonElite.......20+0 -> 8+12 Ethereal.........20+0 -> 15+5 EtherealUber.....60+0 -> 55+5 Cryssalid.........8+0 -> 5+3 Zombie...........12+0 -> 12+0 Berserker........20+0 -> 10+10 Sectopod.........35+0 -> 15+20 Drone.............3+0 -> 1+2 Outsider.........10+0 -> 10+0 Mechtoid.........25+0 -> 10+15 Seeker............4+0 -> 2+2
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I made a very simple hack to leave red fog penalties when unit is healed, they apply only when armor HP is pierced, but aliens do not have armor HP and get the penalties as soon as they get hit. Has anyone look into alien armor hp before? Or it's hardcoded?
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Il problema è che non sono madrelingua italiano xD vedi come li hanno tradotti nella versione francese ee spagnola. Io ci metterei "fucile di precisione".. Comunque alcune delle armi esistono nella realtà , come il recoiless riffle..vedi su wikipedia
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Potrei fare il beta tester quando ci gioco, ho una buona conoscienza dell'inglese (anzi preferisco la versione inglese per le scelte di traduzione che hanno fatto , tipo "Thinman" invece di "Smilzo", "Floater" per "Fluttuante" ecc).
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I already checked the disabling shot.. it unloaded the ammo without setting a debuff. The idea is to add the effect if tje targetis not stunned but just got electroshocked. It would be usefull even if the alien is not low on hp.
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try this: create the udk map with the new textures and cook it. Then patch the resulting upk replacing the references of the Texture tfc wirh someother name as in the eu map pathes. then rename the newly created tfc with that name(it's advised to use one from the upk name table).
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if you have any questions,ask away.. i was too lazy to make a structured tutoial. most of the problems like this one are buried in the thrad. btw i think that we can create new tfc with fheudk and fhen patch them like the lost ue maps.
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btw the map patch tecnique is usable in strategy layer.. I just didn't find any use for it.
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Ah yes, it freezes a lot on engine.u What I do is kill the process and restart it until it loads, some time in needs around 10 retries. Are you sure you are copying the patch from the udk cookedpc instead of the udk content folders? If you're doing the later then you'll have to copy .u files. I take the udk cookedpc ones because the code is baked in the upks. I thought that nobody would bother installing the udk so I haven't updated it in a while.. let me upload the latest version. If you place any object that has a texture not present in the xcom TFC the game will crash.
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I'd like to add the "Disoriented" debuff to the arcthrower attack but I cannot find the exact code where debuffs apply. Can some one point me the uscript code which applies debuffs? I gave a look at the shred/ poison functions but I can't find it.
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Question: Is there an easy way to mod defaultgamecore.ini?
LiQuiD911 replied to SteelRook's topic in XCOM's Enemy Unknown
Wasn't there an excel spreadsheet for editing defaultgamecore ? -
Any updates on whether in-game models are replaceable?
LiQuiD911 replied to Wraithdrof's topic in XCOM's Enemy Unknown
Gildor's UModel tool does read the models from upk ( without any animations) .. he might have the knowledge of the model internals -
How to add custom second wave options
LiQuiD911 replied to SpazmoJones's topic in XCOM's Enemy Unknown
Querying SW in tactical is done this way: if(XComGameReplicationInfo(class'Engine'.static.GetCurrentWorldInfo().GRI).m_kGameCore.IsOptionEnabled(OptionIndex)) and in strategic it's IsOptionEnabled() but I think it will be problematic to integrate different SW mods because they'll have conflicting SW slots -
I've got to check... could it be not taking account of armor? (I suppose I should move the discussion to another thread)
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No, I just make a unit run away from the squad and then granade the rest. The unit can get the minimal red fog penalty at max. There's something with the logic.. regardless if I use wghost's mini patch or replace the whole function.