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Long War SHIV modding


TerribleName

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I've been trying to make SHIVs better mission support platforms by letting them equip a wider range of items. One snag I hit is that SHIVs never seem to gain charges of any item they equip. I've been through the code and I think I found the issue. XComGame.XGLoadoutMgr.ConvertTInventoryToTankLoadout only pulls in one item, Loadout.Items[3] = kInventory.arrLargeItems[0]; What you put in the tank's small items inventory only affects its perks, it doesn't seem to actually take any of those items into battle, and therefore can't get charges for them.

 

A: Is this right? I looked through your posts and found that at one point you were trying to work on SHIV grenades, but never reported on the success or failure. I can't find anywhere else the chain of barracks equip -> tactical charges is broken, have I found the right place?

 

B: Is this fixable? Could I just add a (iType == 3) conditional alongside the iType ==2 one in LoadoutMgr.ApplyInventory and let SHIVs use the regular soldier inventory manager?

 

C: Will items like medikits, arc throwers and grenades work with SHIVs, or are there unmanageble animation issues?

 

D: Same question, but for MEC items like restorative mist and electropulse generator. I'm aware of the massive work involved in unlocking those from MECs, since virtually every call checks for iType==2 and iClass==2. It might be worth it though *if* the SHIV can actually fire the abilities in question.

I'm hoping someone at least done some research on this and has some notes handy. I can read code, but don't know *how* to actually code in unreal so actually *doing* anything is a daunting proposition for me. If its at least possible (animation wise at least) I'd invest the effort into actually doing it.

Edited by TerribleName
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