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johnnylump

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Everything posted by johnnylump

  1. I think getshotsummary is only what is displayed. I'm fairly sure the cover bonuses themselves are in native code.
  2. @Liquid -- you can count on it. No doubt this will be the most significant new feature of B14 if we can get it working. .... @ Ghost (and Liquid too if you can explain it) -- I don't see in the code you posted any reference to spawn locations, so I take it that will be an additional mod section that will need to be added. Sorry, this is how I was with Amineri, too, when she unlocked some major new feature potential -- I can see roughly what's going on and can handle implementation, but I need someone to hold my hand through the first time of getting it working.
  3. Thanks for this. I'm unclear how to translate to upkmodder syntax, so you may have made a regular patchupk user out of me. I take it that this simply loads a streaming map that does nothing. Is the next step to add the lines that Liquid is developing that move the XCOM spawn/extraction point? (And I can more than live with the Skyranger staying put).
  4. Don't all of those key on some piece of existing terrain (like the alien junk in the truck trailer at the truck stop, or the computer in the office park) ? Perhaps it's a reference to those?
  5. Note that the names of council mission maps are hardcoded in XComStrategyGame.upk, XGFundingCouncil, BuildMission(), keying on DisplayName field. I'm not sure what it would do if you had two maps with the same displayname, so you might have to code up a distinct council mission for a different map. But I could be wrong there. Also, do we know what the following fields do in the streamingmaps entry? Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ... In terms of changing the start location for simple abduction or terror maps (my primary interest), the idea would be to write up a streaming upk that moves the extraction volume, blue particle effect, and xcom start point, and then have that as a distinct map entry in defaultmaps.ini, based on the "regular" map of the same type? That would be great ... would allow for distribution independent of other mods. Would the next step be to develop a template that just needs a few entries for UDK? Fantastic work. Terrific potential here.
  6. Act1_IntroLevel (in EW), mostly works, but there are CTDs with behavior that was not causing CTDs on any other maps. I can't remember what they were, but it was fairly simple stuff like suppression or cover interaction or mind merges.
  7. WGhost, How feasible is it to move XCOM's spawn point and the extraction volume within XCOMGame.upk? It occurs to me we could cheat in something like new maps by just moving XCOM around a bit on existing ones, particularly abduction/terror maps. Ideally, we'd move the Skyranger image itself, but I reckon that's not possible within XCOMGame. It's relocating the extraction volume I'm not sure about. I imagine we'd randomize on load, using the default location some of the time and an alternate some of the time, or pick from multiple alternates. I suspect it would have to be map-specific with precise coordinates given, which I'm OK with. Even starting some of the highway maps from the other end, or some of the urban block maps from an opposite corner, presents a new tactical picture for the player. Thoughts?
  8. Well, you'll need to recode some hex in XComGame.upk. A lot of to-hit calculations are in native code, so you may need to construct a substantial workaround.
  9. Any idea if the random drop spawns affect xcom hq assault?
  10. Looks like that did the trick, thanks! Interesting. This one was giving me trouble as I was trying to fix the cyberdisc AI for using death blossom. I think I'll turn it to false adn see if they get more aggressive with it.
  11. Okay, must just be Amineri's notes then in that one file. I didn't edit your code at all, and it looks right. I tested on a bomb mission and they seemed to drop on the highest Z, so I suspect a DLC issue.
  12. WGhost, Thanks! One more off the buglist. I am implementing the random dropdown code in upk modder and realized I don't really know what this means or how to implement it. It appears necessary, as the drops without are landing at odd zs. OBJECT=SeqAct_SpawnAlien.Activated:AUTO ALIAS=numX:19 00 <.ThisObj> 09 00 <XComWorldData.NumX> 00 01 <XComWorldData.NumX> ALIAS=numY:19 00 <.ThisObj> 09 00 <XComWorldData.NumY> 00 01 <XComWorldData.NumY> ALIAS=numZ:19 00 <.ThisObj> 09 00 <XComWorldData.NumZ> 00 01 <XComWorldData.NumZ> Apologies, but any guidance there would be appreciated. EDIT: Oh, wait, I see Amineri did something like this in another function. I'll try to imitate the code and will report back. EDIT 2: No joy. I added these exact lines imitating how A did it in GetPossibleSpawns, but I'm getting I'm testing on the first Slingshot map (via ForceSlingshotMission), and many of the Thin Men appear to drop down at random locations, with their "landing" animation firing at ground level at, but then their z is immediately increased and they end up floating several levels above ground. I'm not sure if I screwed up implementation somehow with the above, somewhere else, or this is an issue with the code. ANy advice would be appreciated.
  13. WGhost, Thanks much for the tokens. On meld cans, I'll actually defer to Amineri for what's best for Long War ... she designed what variety in canisters we have, so she should probably ring in on how we'd want to mix things up. She's taking a break right now but I'm sure she'll post here when she's back.
  14. Thanks! Roger that. We like the vanilla easy / hard placement functionality (and have varied up the number of canisters from 1 to 3), so we'd probably stick with that unless it's more or less duplicated by your mod, but I'll take a look at your code when it's ready. Thanks again!
  15. WGhost, could I trouble you for the UE explorer tokens view of the function you modded for the alien drops? Looks like that plus two variable type changes would allow me to get this into Long War, yes?
  16. For those checking here, Mac version is now live on Long War DL page
  17. You know, I've been reorganizing DGC.ini and have been considering moving the WEAPONS= lines to join the balance lines for their respective items.
  18. Nope, should be six in red. Work on putting your ini files in the right place next.
  19. That first error is a legit LW goof in the ini file that I'll need to fix. That second series ... some of it looks familiar from log files and some doesn't. A lot of those warnings are just that; they don't impact gameplay.
  20. This doesn't appear to be the case any more with EW ... the language files don't appear in the My Games subfolders as they did with EU, so more likely the issue is the localization files weren't copied correctly into the INT folder, or the player is playing with another language.
  21. Tech prereqs are set in XComStrategyGame.XGTechTree.BuildTechs if there is only one prereq. For multiple prereqs you also have to edit XComStrategyGame.XGTechTree.HasPrereqs (Ithink it is).
  22. Congrats! If it's all right with you, I'll pick up your instructions when I finally distribute the mod files outside the installer. Anything you can do to make them idiot-proof would be appreciated.
  23. You might revert the three two UICollection_* files to vanilla versions and see if you get the buttons back. (EDIT: Right, two. We're modding a third one for the next Beta)
  24. Long War is a total conversion mod. You should install it first if you intend to use it. Some of the other smaller mods work with it, and some don't -- they'll either break it or simply not install. It's a very small modding community (perhaps six people actively modding that I'm aware of, and that may be a generous estimate),
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