Amineri Posted August 8, 2015 Share Posted August 8, 2015 The SetScale3D function is how we "distort" the various Long War weapons in order to approximate the different shapes. All of the weapons have their x axis along the barrel, so at least it's consistent :). The argument is a single Vector. The function I modded for this was XComUnitPawn.AttachItem, and the relevant hex snippet is : //MeshComp.SetScale3D(m_vTurnInitialLocation) // apply fixed-point non-proportional scaling 19 00 71 3E 00 00 13 00 00 00 00 00 00 1B ED 6E 00 00 00 00 00 00 01 D5 3B 00 00 16 Link to comment Share on other sites More sharing options...
Zyxpsilon Posted August 8, 2015 Share Posted August 8, 2015 (edited) ... The main pain would be to update the UI to make space for the extra setting. Well -- haven't i offered you some indirect solution to somehow "compress" the Customization screen itself where *TWO* columns of independant spinners-sliders are being displayed?Like this?http://s18.postimg.org/mtc15twg9/ESC_Customize_Screen_Suggestion.png If all hell breaks loose, you could stretch your luck with a *THIRD* tricky column... such Font sizing do matter too -- at times.Yeah -i know-... SWF scripting and HUD stuff, nobody here ever claimed the proverbial UI Paradise (XCom2 unique color+pattern weapons, comes to mind) is easy to reach. :D Edited August 8, 2015 by Zyxpsilon Link to comment Share on other sites More sharing options...
XMarksTheSpot Posted August 8, 2015 Share Posted August 8, 2015 The main pain would be to update the UI to make space for the extra setting.How about simply wrapping the controls in a scrollable list? The widget components all implement IContainerItem so it should be pretty straightforward to drop them in a list, I'd say. Link to comment Share on other sites More sharing options...
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