Jump to content

[LW]Officier rank icon


bzh0

Recommended Posts

Good morning,

Currently i'm playing at long war mod, and a little detail bothers me : when a soldier become officer, he already has the soldier/non-commissioned officer rank icon.

It isn't very important, but see a captain with a sergeant stripe is so strange for me.

I searched in XComstrategygame.upk and XComGame.upk how to change that but i don't find anything...

Anybody can help me?

Thank you in advance!

 

Edit : A thing that i don't understand : long war mod change rank's name of soldier which have a medal, so i thought find a change nearly rankString function definition, but no!

So anybody know where is this modification? When i know that, i think i can solve my problem myself.

Edited by bzh0
Link to comment
Share on other sites

TBH, i've already given some thoughts and a bunch of graphic editing tasks about this issue -- in August last year.

 

Have a look at some samples... http://forums.nexusmods.com/index.php?/topic/2027234-miscellaneous-graphic-assets/?p=18019804

 

There's a slight coding obstacle for the LW-Team if they ever wish to implement all of these specific Rank Icons... the HUGE editing work required inside multiple files. Amineri & JL once could give me some relatively simple hope they'll **MAYBE** find some way(s) -- but, i haven't heard from them in a long while for that tricky stuff. The only certainty about all of this is that it's definitely the ONLY way to add a code-system where proper (directly with such UI assets) distinctions between any of these complex LW-Ranks should be possible.

 

Thus, it can't really be "Modded". At least not in a satisfactory manner that justifies any extra code tasks or custom edit steps.

 

As for the Officers naming convention, the XComStrategyGame.INT file (found in its Localization folder) has a special section;

[XGFacility_Barracks]
m_strNotes=""
m_strSHIVPrefix="THUNDER--"
m_strAlloySHIVPrefix="WOLFHOUND--"
m_strHoverSHIVPrefix="LIGHTNING--"

; IntValue0 = Day
; IntValue1 = Month
; IntValue2 = Year
; StrValue0 = Time (min:hour)
m_strKIADateTimeFormat=<XGParam:IntValue1/>/<XGParam:IntValue0/>/<XGParam:IntValue2/>                                    
m_arrMedalNames[eMedal_UrbanCombat]="Lieutenant"
m_arrMedalNames[eMedal_Defender]="Captain"
m_arrMedalNames[eMedal_InternationalService]="Major"
m_arrMedalNames[eMedal_Council]="Colonel"
m_arrMedalNames[eMedal_Terra]="Field Commander"
m_arrMedalNames[6]="<font color='#DD45DD'>LT</font>"
m_arrMedalNames[7]="<font color='#9166E7'>CPT</font>"
m_arrMedalNames[8]="<font color='#EA1616'>MAJ</font>"
m_arrMedalNames[9]="<font color='#F4CF18'>COL</font>"
m_arrMedalNames[10]="<font color='#EAEAEA'>FC</font>"

Don't mind the inserted custom Font-Color(s) HTML-Stuff... this is required only by my Re-CLR project mod.

First five lines (( m_arrMedalNames[eMedal_... )) are what we call the "Passive Text" strings, the others are the Abbreviations we see on the Barracks List.

Edited by Zyxpsilon
Link to comment
Share on other sites

Thanks for your answer!

I'didn't know that is so difficult to add an image.

I know how to change officer's name, but this file define medal name, and in the vanilla medals don't change rank'name of soldier

 

So in game source code, the creator of long war was write

if (soldier.has_medal(1))
 {return m_arrMedalNames[1]}
else if (soldier.has_medal(2))
...
else {return m_arrRanksName[soldier.irank])

but i'din't find that in upk file.

So my question was "were is this modification?"

Link to comment
Share on other sites

TBH, i wouldn't really know the exact code gimmicks involved but i'm fairly sure someone else might be able to help you out about this issue if you just start a new thread (directly in the dedicated section Modding Long War in Nexus "File Discussions" area) with as much details and explanations as you can write -- to be precise enough.

 

Generally, i would guess XComStrategyGame.UPK has to be the main source of such functions like XGFacility_Barracks or XGMedalsUI. These objects can be examined (( and even edited -- if you know exactly how & what to do -- only! )) with the UE-Explorer program. Once you grasp the logic essentials found in the codes, it will be much easier for you to offer proper comments and/or questions in the Modding area.

 

Good luck! ;)

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...