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Hex line to change to stop corpses from disappearing in battle


cautionarysong

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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 by Drakous79
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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
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