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woodlandcoyote

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Everything posted by woodlandcoyote

  1. Is this only when under ai control? Have you tried moving them yourself and being in control? This would narrow down if it is indeed an ai issue or a animation problem.
  2. +Behaviors=(BehaviorName="AdventScoutRoot", NodeType=Selector, Child[0]=TryJob, Child[1]=GenericGreenMovement, Child[2]=AdvTrooper_RedAlert, Child[3]=GenericAlertHandler) Child 2 is going to a regular advent trooper script.. I assume you would want it linking with the adventscout_redalert no? Actually on second glace..... Almost none of the lines are linking together.... You have alot of them just going to advent trooper and not the scout.
  3. https://s12.postimg.org/aep123b59/New_Bitmap_Image_4.jpg Am i blind or something? I dont see anything on here... I even try clicking peoples names and there is no option to block.. The only time i have any option to block anyone at all seems to be in the bug report section of my modpage... And nowhere else. When i post in the general post section of my mod it does not say im an author in red either on my name.. But it shows it in the bug section... This is infuriating me how there is not just a simple button to block people at all times.. wtf.
  4. How? I dont see the option.. Where would it be at?
  5. Hmm.. It seems i only have the option to block people only if they comment in "bug reports" section of my mod... If they Pm me or comment anywhere else i cannot even delete the posts. Thanks for the help though.. I at least can ban helpful people posting bug reports X3
  6. Those options do not show up for me.. Any idea why? I am the mod author and i uploaded it while i was on this account. https://s4.postimg.org/dna15310t/New_Bitmap_Image_4.jpg That is what comments look like to me on my modpage.
  7. I cannot seem to figure out how to block people from downloading and commenting on my mod... The only option i have is to report them on the comment. The only reason i came to nexus is for this feature.. Because people from workshop would constantly be harassing me.
  8. Every patch firaxis has put on this game has brought down the fps more and more... And now it stutters at the start of enemy turns when there are more then 10 enemies on screen. I wanted to make epic missions with large scale battles but that is impossible... The ai actually stops working at some points in time and it will eventually skip the aliens turn because it cant process the information fast enough. This is with no mods installed and .ini files cleaned... When game first came out i could run it on high with 60 fps.. Now i just have it on low just to try to stop the stuttering but i dont think it helps... And holy s#*! when a sectopod runs through a building and debris are falling the game has a seizure. Anyone else having these problems? This has nothing to do with changes to my laptop.. I dont do anything on this laptop except mod xcom2/play xcom 2... Nothing has changed on my end...
  9. Characters from the pool keep rank and stats/abilities... And when they die they get removed from the pool for that playthrough or forever. OP but that is what difficulty mods are for.
  10. Yes my bad those were backslashes in the error message.. And no they didnt leave a number.. It was just that very short error. One thing i should have also said was it has the error message twice. Which is starting to make me think its doing it once for the - and once for the +... Even though the - is an exact copy of the original code... If i removed the \\'s from the original code will it remove it properly? Or will it just leave a bunch of floating backslashes in the code where they are located if i do not include them? I took a look at the additional missions mod and he didnt alter any original schedules.. He just added new ones and it looks like i did it all correctly when they are compared... He includes that extra comma at the end as well. (which i just deleted in my code and still got the error messages) Hrmm.. Ill try to start taking it apart bit by bit and try to narrow it down..
  11. Ok so im just wanting to alter some mission schedules and im getting red screen errors on startup... Heres what i did.. [XComGame.XComTacticalMissionManager] +ConfigurableEncounters=(EncounterID="Civiliandefense", \\MaxSpawnCount=1, \\TeamToSpawnInto=eTeam_Xcom, \\ForceSpawnTemplateNames[0]="Friendly1") -MissionSchedules=(ScheduleID="Retaliation_D1_Faceless", \\ MinRequiredAlertLevel=1, MaxRequiredAlertLevel=1, \\ MinRequiredForceLevel=1, MaxRequiredForceLevel=6, \\ XComSquadStartsConcealed=false, \\ IdealXComSpawnDistance=44, \\ MinXComSpawnDistance=40, \\ EncounterZonePatrolDepth=4.0, \\ PrePlacedEncounters[0]=(EncounterID="OPNx2_Standard", EncounterZoneOffsetAlongLOP=17.0, EncounterZoneWidth=36.0), \\ PrePlacedEncounters[1]=(EncounterID="TERx1_Faceless", EncounterZoneOffsetAlongLOP=10.0, EncounterZoneWidth=36.0), \\ PrePlacedEncounters[2]=(EncounterID="OPNx2_Standard", EncounterZoneOffsetAlongLOP=-4.0, EncounterZoneWidth=18.0), \\ PrePlacedEncounters[3]=(EncounterID="TERx1_CivilianGroup", EncounterZoneOffsetAlongLOP=33.0, EncounterZoneWidth=14.0), \\ PrePlacedEncounters[4]=(EncounterID="TERx1_CivilianGroup", EncounterZoneOffsetAlongLOP=28.0, EncounterZoneWidth=12.0), \\ PrePlacedEncounters[5]=(EncounterID="TERx1_CivilianGroup", EncounterZoneOffsetAlongLOP=23.0, EncounterZoneWidth=30.0), \\ PrePlacedEncounters[6]=(EncounterID="TERx1_CivilianGroup", EncounterZoneOffsetAlongLOP=18.0, EncounterZoneWidth=44.0), \\ PrePlacedEncounters[7]=(EncounterID="TERx1_CivilianGroup", EncounterZoneOffsetAlongLOP=14.0, EncounterZoneWidth=44.0), \\ PrePlacedEncounters[8]=(EncounterID="TERx1_CivilianGroup", EncounterZoneOffsetAlongLOP=11.0, EncounterZoneWidth=44.0), \\ PrePlacedEncounters[9]=(EncounterID="TERx1_CivilianGroup", EncounterZoneOffsetAlongLOP=8.0, EncounterZoneWidth=44.0), \\ PrePlacedEncounters[10]=(EncounterID="TERx1_CivilianGroup", EncounterZoneOffsetAlongLOP=5.0, EncounterZoneWidth=44.0), \\ PrePlacedEncounters[11]=(EncounterID="TERx1_CivilianGroup", EncounterZoneOffsetAlongLOP=3.0, EncounterZoneWidth=44.0), \\ PrePlacedEncounters[12]=(EncounterID="TERx1_CivilianGroup", EncounterZoneOffsetAlongLOP=1.0, EncounterZoneWidth=44.0), \\ PrePlacedEncounters[13]=(EncounterID="TERx1_CivilianGroup", EncounterZoneOffsetAlongLOP=0.0, EncounterZoneWidth=44.0), \\ PrePlacedEncounters[14]=(EncounterID="TERx1_CivilianGroup", EncounterZoneOffsetAlongLOP=-3.0, EncounterZoneWidth=36.0), \\ PrePlacedEncounters[15]=(EncounterID="TERx1_CivilianGroup", EncounterZoneOffsetAlongLOP=-6.0, EncounterZoneWidth=28.0), \\ ) +MissionSchedules=(ScheduleID="Retaliation_D1_Faceless", \\ MinRequiredAlertLevel=1, MaxRequiredAlertLevel=1, \\ MinRequiredForceLevel=1, MaxRequiredForceLevel=6, \\ XComSquadStartsConcealed=false, \\ IdealXComSpawnDistance=44, \\ MinXComSpawnDistance=40, \\ EncounterZonePatrolDepth=4.0, \\ PrePlacedEncounters[0]=(EncounterID="OPNx2_Standard", EncounterZoneOffsetAlongLOP=17.0, EncounterZoneWidth=36.0), \\ PrePlacedEncounters[1]=(EncounterID="TERx1_Faceless", EncounterZoneOffsetAlongLOP=10.0, EncounterZoneWidth=36.0), \\ PrePlacedEncounters[2]=(EncounterID="OPNx2_Standard", EncounterZoneOffsetAlongLOP=-4.0, EncounterZoneWidth=18.0), \\ PrePlacedEncounters[3]=(EncounterID="TERx1_CivilianGroup", EncounterZoneOffsetAlongLOP=33.0, EncounterZoneWidth=14.0), \\ PrePlacedEncounters[4]=(EncounterID="TERx1_CivilianGroup", EncounterZoneOffsetAlongLOP=28.0, EncounterZoneWidth=12.0), \\ PrePlacedEncounters[5]=(EncounterID="TERx1_CivilianGroup", EncounterZoneOffsetAlongLOP=23.0, EncounterZoneWidth=30.0), \\ PrePlacedEncounters[6]=(EncounterID="TERx1_CivilianGroup", EncounterZoneOffsetAlongLOP=18.0, EncounterZoneWidth=44.0), \\ PrePlacedEncounters[7]=(EncounterID="TERx1_CivilianGroup", EncounterZoneOffsetAlongLOP=14.0, EncounterZoneWidth=44.0), \\ PrePlacedEncounters[8]=(EncounterID="TERx1_CivilianGroup", EncounterZoneOffsetAlongLOP=11.0, EncounterZoneWidth=44.0), \\ PrePlacedEncounters[9]=(EncounterID="TERx1_CivilianGroup", EncounterZoneOffsetAlongLOP=8.0, EncounterZoneWidth=44.0), \\ PrePlacedEncounters[10]=(EncounterID="TERx1_CivilianGroup", EncounterZoneOffsetAlongLOP=5.0, EncounterZoneWidth=44.0), \\ PrePlacedEncounters[11]=(EncounterID="TERx1_CivilianGroup", EncounterZoneOffsetAlongLOP=3.0, EncounterZoneWidth=44.0), \\ PrePlacedEncounters[12]=(EncounterID="TERx1_CivilianGroup", EncounterZoneOffsetAlongLOP=1.0, EncounterZoneWidth=44.0), \\ PrePlacedEncounters[13]=(EncounterID="TERx1_CivilianGroup", EncounterZoneOffsetAlongLOP=0.0, EncounterZoneWidth=44.0), \\ PrePlacedEncounters[14]=(EncounterID="TERx1_CivilianGroup", EncounterZoneOffsetAlongLOP=-3.0, EncounterZoneWidth=36.0), \\ PrePlacedEncounters[15]=(EncounterID="TERx1_CivilianGroup", EncounterZoneOffsetAlongLOP=-6.0, EncounterZoneWidth=28.0), \\ PrePlacedEncounters[16]=(EncounterID="Civiliandefense", EncounterZoneOffsetAlongLOP=9.0, EncounterZoneWidth=36.0), \\ ) The error is... importtext (missingschedules) missing value for property "//"All i did was add my group to the schedule... :l
  12. NOOOOO! this was looking so awesome... You should do it anyway.. f*** the rules!
  13. They are just loose var's i never bothered to delete in most cases. But the lightning field is sort of buggy and does need tweaked... If you manually control nibbles and use it his ai might stop working for a couple turns... Its something i will remedy next update. Thanks for letting me know though :smile:
  14. I can do it.... It would actually be slightly easier then what i did... although would take roughly 70 hours... And only like a couple hundred people would even use it probably XD
  15. http://steamcommunity.com/sharedfiles/filedetails/?id=635788046
  16. already done. check out my mod :P
  17. Hello! Just wanting to share my workshop mod on here in case some people would be interested in playing it and havnt yet stumbled across it. http://steamcommunity.com/sharedfiles/filedetails/?id=635788046 It adds ai controlled allies into the game... Randomly generated civilians with guns that fight aliens... mini sectopod pets that follow your soldiers around and fight for you as well as deployable sentry guns. This mod is incompatible with a few mods... So check the incompatibilities on the page before you download it! Have any ideas for it? Lemme know! I kinda would like feedback and people testing it... At the moment i am the one who needs to do all the testing and it gets annoying after a while.
  18. Ok so everyone is saying oh you can hex edit the upk file! So i go and do that.... and nothing i do makes any changes...... Then i found out i can just take the xcomgame.upk file out of xcoms folder and put it on the desktop and the game will still run just fine without it... WTF are you crackheads smoking? :/ If it had data in it i could mess with how can it run just fine without the file? lol. I am at my limit with editing .ini files (which works) But now i want to make a alien campaign and fight humans but i cant do that if i dont know what to ediiiiiiiit
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