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Can someone offer some advice on this?


Vitohawk

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1) Is it possible to attach the fire rocket perk to the LMG to give a rocket to whoever holds the LMG, in effect enabling you to make any soldier a heavy class.

 

2) Removing the ewp_heavy class 3 ammo restriction so i can have all classes equip but not end up with 3 ammo.

 

3) I'm a huge fan of long war mod and can someone point to the info on how I can add shredder rocket to items.

 

If it is possible can anyone offer me any help on where I would start.

 

My ultimate goal is attaching a few perks to weapons and removing them from soldiers. Using training roullette and being able to still have run and gun on a shotgun, fire rocket + supression on LMG, squadsight on sniper, supression on rifle.

 

Any help or pointing in the right direction to the info i need, will be greatly appreciated.

Edited by Vitohawk
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I think most of it can be done through DefaultGameCore.ini editing. I've actually thought about doing something similar myself after playing with Not Created Equally + Hidden Potential + Training Roulette. :smile:

 

I think PerkWeapons entries are responsible for associating perks with certain weapons (weapons are auto-equipped before the battle, based on perks). It's worth a try to edit DGC.ini and see how it works.

Edited by wghost81
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Suggest you start with the Wiki, specifically 'XCOM:EU_Perks', which discusses the differences between 'abilities' and 'perks'. What you are intending is related to abilities, which are tied to items. Perks are tied to units. (This has not been updated to account for EW additions as yet.)

 

Then look at 'DefaultGameCore.ini_settings_-_XCOM:EU_2012' (aka DGC.INI). There you will be able to get a reasonable idea as to what can be done with simple changes to the DGC.INI file. The 'Table_of_Perk_Codes_and_Offsets_-_XCOM:EU_2012' will also be useful.

 

If you want to go beyond what can be done with the simple DGC.INI edits, then you need to familiarize yourself with the articles in the 'Category:0 Start here - XCOM' and 'Category:Tutorials - XCOM:EU 2012' sections. Then search the 'Mod Talk' forum for the "R&D" threads.

 

-Dubious-

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Unfortunately those don't appear to do what is desired. As part of the "new items" mod for EU I'd added code that allowed automatically granting a perk when equipping an item (and removing said perk when unequipping it). Unfortuantely the mod is pretty messy and mixed up adding new items with the perk stuff.

 

I've recreated the mod for EW, and it's going to be included with Long War EW, with some improvements. The biggest one is that you'll be able to configure a perk for each item within the DGC.ini. You can also configure meld costs for each item, which will be charged when building the item in Engineering (we're moving all of the MEC construction to Engineering).

 

I'll have to see if I can pull together a self-contained set of changes (that doesn't require other changes from Long War EW) that will allow the perks to be defined onto items.

 

--------------

 

As an aside, attaching the ePerk_FireRocket to the Rocket Launcher would have problems with loadout. Currently vanilla is set up to grant suppress the pistol slot and display the extra large item slot for the Rocket Launcher for the Heavy Class (for Long War we've modded that to check whether the soldier has the ePerk_FireRocket).

 

So you'd still need some way to trigger the unlocking of the 2nd large item slot in order to be able to equip a Rocket Launcher.

 

As another aside, I had a bug that was causing LW Gunners to get equipped with a Rocket Launcher (but not have ePerk_FireRocket), and in EW units are not allowed to fire the rocket launcher unless they have the ability (I'm not sure if it was the same in EU).

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