cautionarysong Posted November 15, 2013 Share Posted November 15, 2013 In the original game the hex line was 16 1e 00 00 a0 40 16 61, but that line is not in the EW xcomgame.upk at all. Does anyone have any idea what to change here? Link to comment Share on other sites More sharing options...
Drakous79 Posted November 15, 2013 Share Posted November 15, 2013 (edited) It changed a bit. All magic is in XComGame.upk, class XComUnitPawn, state WaitingToBeDestroyed. In EU there were floats, but now there's a variable WaitingToBeDestroyedTimer, which is set in DefaultProperties. Try searching XComGame.upk for 04 00 00 00 00 00 00 00 00 00 A0 40 5F 5D. Orange is the float typed backwards, 5.0 in this case and should mean seconds out of view, before the corpse disappears. Floating Point to Hex Converter is handy tool. I've tried 04 00 00 00 00 00 00 00 00 00 61 45 5F 5D replacement (should be 1 hour) and corpses remained where they fell. There may be one exception and that is HQAssault (XCOM HQ assault?), where is the timer set to 0.5 (simulated event PostBeginPlay). Edit: The mod is up at http://xcom.nexusmods.com/mods/413 Edited November 16, 2013 by Drakous79 Link to comment Share on other sites More sharing options...
Satoron Posted November 17, 2013 Share Posted November 17, 2013 Thanks Drakous! Link to comment Share on other sites More sharing options...
Drakous79 Posted November 17, 2013 Share Posted November 17, 2013 Glad I could help :) Link to comment Share on other sites More sharing options...
Drakous79 Posted November 20, 2013 Share Posted November 20, 2013 There may be one exception and that is HQAssault (XCOM HQ assault?), where is the timer set to 0.5 (simulated event PostBeginPlay). Alien corpses were disappearing in XCOM HQ defense mission, so additional hex change proven necessary. simulated event PostBeginPlay() { <snip> if((XComTacticalGRI(XComGameReplicationInfo(class'Engine'.static.GetCurrentWorldInfo().GRI)) != none) && XComTacticalGRI(class'Engine'.static.GetCurrentWorldInfo().GRI).m_kBattle.m_kDesc.m_iMissionType == 7) { WaitingToBeDestroyedTimer = 0.50; } // Sets the timer to 1 hour SF: 01 97 B2 00 00 2C 07 16 16 0F 01 17 3D 00 00 1E 00 00 00 3F RW: 01 97 B2 00 00 2C 07 16 16 0F 01 17 3D 00 00 1E 00 00 61 45 Link to comment Share on other sites More sharing options...
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