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answerogre

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Everything posted by answerogre

  1. 1. you have too many folders in the SRC 2. you have skills that has no weapon attached ( sowrdslice, reaper) 3. you didn't add your soldier to the default list. are able to train them in the guerilla training school?
  2. This needs to be adjusted in the Archetype, the XComUnitPawn / CollisionHeight is what I've played around with. Hi Amineri, first of allow me to thank you and your team for all the hard work you did on the mods for XCOM 2 and EU\EW we made a new Alien, gave it a new ability ( that's works with player input ) now we made an AI file and getting en error massage: RedScreen Alert:( In Behavior Tree movement, but still switched to attack! Reason:RedAlertMovement No BT Destination set, DEcideNextDestination returned current location. AlertLevel-2.0000 Group=870 XComGameState_AIGroup_1791 Skipping this unit's turn. (Unit 871) what does this mean? and if you could take a look at our A.I file, to see if the problem is there. here's the code: https://forums.nexusmods.com/index.php?/topic/4687980-new-enemy-units-implementing-new-ai-behavior/#ipboard_body post #2 I hope you have the time, and the will to help. with regards -A-
  3. Hi guys did anyone have a clue how to add a new alien to the game ( Ethereal) found his SM_Ethereal and abilities in the SDK also every thing other then his mesh animations but no clue as to how to add it to a mod. poke around in LWS alien mod and I'm stuck at access to cooked files (*.udk) any help will be welcome.
  4. Hi Amineri do you happened to know how to add a gremlin replacement? I have the model, ( working on his rigging/Animations currently ) and where can I find the Lids animated tree? do I add him like the SMG? and if so what's the difference with the animations ?
  5. You were right, the value is the number of seconds until the game will attempt to clear the corpse. However, if the corpse is currently near/in view of the camera, it will not be cleared. That's why you never see a corpse disappear when it's in view. When you scroll the camera away then go back, the corpse is magically gone :) So 7200 would mean the corpse would disappear only after it has been off of the screen for two hours :) For those that want to mod this without delving into the hex, I've created an easy to configure mod with this feature :) XCOM: ToolBoks From glancing at that code, it looks like the +1 you refer to just means, "how much XP is required for MyCurrentRank + 1 (next rank)", not by how many ranks you can be promoted in one mission. If there is such limitation (and I suspect there is), then I like your idea though :) Daemonjax wrote a tutorial on an example mod which might help you get started :) thanksfor the link and there is a limitation I did a mission with one soldier 12 kills (sectoids) and he only got a squddie rank while a sniper with the same amouts of kills but with more missions is a sargent
  6. Hi evreyone stumbled on this in xcomstrategygame.upk >> XGStartegySoldier function bool IsReadyToLevelUp() { // End:0x12 Loop:False if(IsATank()) { return false; } // End:0x5e else { return m_kSoldier.iXP >= TACTICAL().GetXPRequired(GetRank() + 1); } } function bool IsReadyToPsiLevelUp() { return m_kSoldier.iPsiXP >= TACTICAL().GetPsiXPRequired(GetPsiRank() + 1); what i want to do is to change the +1 to a higher value, so your soldier could level up, based on kills wihtout the 1 rank per mission limition ( a rockie could become a sargent in one mission) but dont know how to test that ( decompressd the file > opend with EU Explorer > ?) how do i change it in the file & find the HEX value ot modify to original file? new to modding BTW could you give a step by step explintion if it not to much trouble
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