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Everything posted by Synthorange
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Using advent Animations for Xcom Soldiers
Synthorange replied to LeaderEnemyBoss's topic in XCOM's XCOM 2
It can work for weapons and items which call on anims directly. My Batmod for example has smaller weapons using the Lancer attack animation, defined in the archetype for the weapon. I had to copy the animation set and rename the animations so they conformed to soldier animations (advent troopers use different conventions for some reason) but it worked in the end. -
When launching the XCOM Editor a popup window comes up halfway through loading warning that it cant connect to a database
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It is still frustrating though. Guess there's no easy way then. Oh right one more thing. Anyone got rid of the -NoGADWarning popup? I cant find any options to add it as a command line!
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Ah right, I see where they are now. I was looking for them under xcom2/xcomgame/logs like the sdk does. They're in My Games/Xcom2. :v
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Hm problem. Only the SDK keeps logs though. I dont see any logs in the regular XCOM 2 file tree. Argh I'm going to have to chase this down myself. It's not a hard crash either, stuff will still keep going on and pushing more events into the log, its your view getting stuck on the avenger belly or on the load screen. Dammit stupid difficult to track bugs.
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Oh boy fun stuff coming up. Apparently some users are crashing. Just to make sure I'm not messing things up I could use some checking: event OnInit(UIScreen Screen) { Sky = Screen.Movie.Pres.Spawn(class'Skyranger_Customizer'); Sky.RangerSkin(); Sky.Destroy(); } This appears three times in my mod. Once at the start of battle, once at the avenger, and once if the skin select button is pressed. The one for battle and another button also have Sky.PlayMusic(); attached. That basically calls each skyranger and makes them PlaySound(). Is this the best way to do things? If I'm going to be calling it so many times, would it be better just to spawn it once and have it hang around to handle all calls? Additionally are audiocomponents created by PlaySound disposed of automatically or will I have a whole bunch stuck to an actor, or freefloating audiocomponents?
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It's down to Modbuddy wants to delete the directory, XCOM or the XCOM Editor keep the directory open. I cant find where it's doing that unfortunately. It shouldnt need access to xcomgame/mod/yourmods because Modbuddy will overwrite it anyway.
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Okay, anyone who's messed with the packages has probably come across this already: Modbuddy just wont build/debug while the XCOM Editor is running. Which means if you're doing a lot of graphic asset editing or messing with archetypes or any map/package operations, you're: Starting Modbuddy, starting XCOMUDK, doing your stuff, shutting down, building, launching XCOM to check, then back to XCOMUDK. Kind of real tedious! The thing that's stopping it is that the editor is keeping fingers in the mod directory preventing it from being deleted for Modbuddy to make a new build. How can I get around this?
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Thanks to everyone, the mod is now live! http://steamcommunity.com/sharedfiles/filedetails/?id=653926741
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Yeah modbuddy looks for that one only for files to upload. I really wish the description, tagger, preview image stuff all worked from right inside modbuddy but oh well. :(
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Oh man that worked! Thank you so much, this gamestate stuff was just killing me. :v local X2_SkyrangerCustomSettings RangerHolder,newRangerHolder; local XComGameState newGameState; local XComGameStateContext_ChangeContainer changeContainer; local XComGameStateHistory History; local XComGameState_HeadquartersXCom XComHQ; History = `XCOMHISTORY; XComHQ = `XCOMHQ; changeContainer = class'XComGameStateContext_ChangeContainer'.static.CreateEmptyChangeContainer("Adding Skyranger Settings"); newGameState = History.CreateNewGameState(true, changeContainer); newRangerHolder=new class'X2_SkyrangerCustomSettings'; newRangerHolder.InitComponent(); XComHQ.AddComponentObject(newRangerHolder); RangerHolder=X2_SkyrangerCustomSettings(XComHQ.FindComponentObject(class'X2_SkyrangerCustomSettings')); newGameState.AddStateObject(XComHQ); `log("Creating Holder" @ newRangerHolder @ RangerHolder); History.AddGameStateToHistory(newGameState); I'd gotten this far before you showed up. So you have to add both the object and the component to the new gamestate? Eeesh.
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local X2_SkyrangerCustomSettings RangerHolder,newRangerHolder; local XComGameState newGameState; local XComGameStateContext_ChangeContainer changeContainer; local XComGameStateHistory History; local XComGameState_HeadquartersXCom XComHQ; History = `XCOMHISTORY; XComHQ = `XCOMHQ; changeContainer = class'XComGameStateContext_ChangeContainer'.static.CreateEmptyChangeContainer("Adding Skyranger Settings"); newGameState = History.CreateNewGameState(true, changeContainer); newRangerHolder=new class'X2_SkyrangerCustomSettings'; newRangerHolder.InitComponent(); XComHQ.AddComponentObject(newRangerHolder); RangerHolder=X2_SkyrangerCustomSettings(XComHQ.FindComponentObject(class'X2_SkyrangerCustomSettings')); newGameState.AddStateObject(XComHQ); `log("Creating Holder" @ newRangerHolder @ RangerHolder); History.AddGameStateToHistory(newGameState); I'm being stumped here. If I run this I get 'Creating Holder: X2_SkyrangerCustomSettings_0 none' in the logs. Either addcomponentobject isnt working, or findcomponent isnt, or XCOMHQ is a bad thing to attach info to. Ugh. CaveRat to the rescue! http://forums.nexusmods.com/index.php?/topic/3927540-what-am-i-doing-wrong-everything-setmaterial-finding-actors-and-other-woes/?p=36013545
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Yeah I just copy all my *.xcommod files out to the /mods directory so I can quickly create copies when I'm ready to upload again.
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Uuuugh [0102.80] ScriptLog: XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX[0102.80] ScriptLog: SKINNER INIT CALLED![0102.80] ScriptLog: Creating Holder X2_SkyrangerCustomSettings_0[0102.80] ScriptLog: Got item! None So creating it is fine. Either assigning it or finding it is a problem. function CheckforRangerInfoObject(){ local X2_SkyrangerCustomSettings RangerHolder,newRangerHolder; //local XComGameState NewGameState; RangerHolder=X2_SkyrangerCustomSettings(`XCOMHQ.FindComponentObject(class'X2_SkyrangerCustomSettings')); if (RangerHolder==none){ //newRangerHolder = X2_SkyrangerCustomSettings(NewGameState.CreateStateObject(class'X2_SkyrangerCustomSettings')); newRangerHolder=new class'X2_SkyrangerCustomSettings'; newRangerHolder.InitComponent(); `XCOMHQ.AddComponentObject(newRangerHolder); `log("Creating Holder" @ newRangerHolder); } } Is what it looks like now. Returns Creating Holder properly. function X2_SkyrangerCustomSettings GetHolder(){ local X2_SkyrangerCustomSettings Holder; Holder =X2_SkyrangerCustomSettings(`XCOMHQ.FindComponentObject(class'X2_SkyrangerCustomSettings')); `log("Got item!"@Holder); return Holder; } This though returns none.
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Crud. this isnt working function CheckforRangerInfoObject(){ local X2_SkyrangerCustomSettings RangerHolder,newRangerHolder; local XComGameState NewGameState; RangerHolder=X2_SkyrangerCustomSettings(`XCOMHQ.FindComponentObject(class'X2_SkyrangerCustomSettings')); if (RangerHolder==none){ newRangerHolder = X2_SkyrangerCustomSettings(NewGameState.CreateStateObject(class'X2_SkyrangerCustomSettings')); newRangerHolder.InitComponent(); `XCOMHQ.AddComponentObject(newRangerHolder); `log("Creating Holder" @ newRangerHolder); } }Keeps returning 'Creating Holder none' class X2_SkyrangerCustomSettings extends XComGameState_HeadquartersXCom; var int CurrentSkin, TotalSkins, CurrentSong; function X2_SkyrangerCustomSettings InitComponent() { CurrentSkin=0; //current skin TotalSkins=20; //total skins CurrentSong=0; //current song return self; } This is the settings holder by the way. It's currently a xcomhq state to try troubleshoot stuff, but was baseobject before with the same results
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`XCOMHISTORY, `GAMERULES, `TACTICALRULES what are these exactly?
Synthorange replied to Synthorange's topic in XCOM's XCOM 2
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Still a UDK newbie, so please bear with me! What are `XCOMHISTORY, `GAMERULES and the like? They look like game state controllers / global containers? Which ones exist? All I know is the base game and other mods use them to store persistent game info and storing my info in the right place might probably help.
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Isnt it the opposite, that it needs to be white in the customizable areas? Check that sRGB isnt on in the texture. The way the color is applied isnt linear either, it seems more like a curve, so the only tinting effect is from .7 - 1.0 white.
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How do I go about this? Sometimes I might remember that I forgot to test something before closing the game, or accidentally close it. I dont want to hit F5 and build the whole thing again just to launch. How can I do this?
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Okay WHAT THE HELL. I created an x2itemtemplate 'SkyrangerSkinInfo' to store and pass around info about what skins are currently in use and a few other details. Two major problems. 1. It does not persist between game sessions. Quit your game and you lose that data. 2. It looks like the data is universal for all games in the same session! If you save a game with Skin A on the ranger and load a game that was saved with Skin B, the game loads up with Skin A! What the hell! Is the item template not a good way to store info? How else should I be doing it?
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Goddammit. When referring to resources in packages: Inside a script: MaterialInstanceConstant'Package.Folder.Mat' is correct for base resources but MaterialInstanceConstant'Package.Mat' for custom ones. In the ini it's opposite.
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Well, thats kind of the last bug. I was a bit overconfident in saying that it fixed everything. It let me bring in my own meshes and materials, BUT it broke the skins that use some base game materials. :cry:
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Ugh this is stupid but... SOLVED. Shifting the skin definitions from default properties to the config.ini got it all working.