cwingnam Posted February 8, 2016 Share Posted February 8, 2016 (edited) Hi again, can you share your experience: are there any ways to turn on "Intellisense" for *.uc scripts in the Mod Buddy or load it the Unreal Engine? I mean autocompletion and a list of available types and functions? Thanks for your attention! I would like this as well. Also, Is it just me or ModBuddy / VS2013 is kinda odd. Double clicking will select the whole row unlike VS2008 etc? GoToDefinition also doesn't work. Edited February 8, 2016 by cwingnam Link to comment Share on other sites More sharing options...
Caiman Posted February 8, 2016 Share Posted February 8, 2016 What is the "ModShaderCache" and which files access it? Do we always need to name it *ModName*_ModShaderCache?Is it enough to rename another ModShaderCache like that (like from another Mod) or do we have to edit this files within? Thx in advance :) Link to comment Share on other sites More sharing options...
zx64 Posted February 8, 2016 Share Posted February 8, 2016 Also, Is it just me or ModBuddy / VS2013 is kinda odd. Double clicking will select the whole row unlike VS2008 etc? GoToDefinition also doesn't work. That selection behaviour seems specific to ModBuddy, it's quite annoying as I'm used to ctrl+shift+left/right to select by word and instead that selects to start or end of line.It's not consistent with the defaults that come with VS2013 or VS2015 Community edition. Not sure if it is possible to load the extension that ModBuddy uses to customise the VS Isolated Shell into a proper install of VS, but it would be useful. Link to comment Share on other sites More sharing options...
Albeoris Posted February 8, 2016 Share Posted February 8, 2016 Also, Is it just me or ModBuddy / VS2013 is kinda odd. Double clicking will select the whole row unlike VS2008 etc? GoToDefinition also doesn't work. That selection behaviour seems specific to ModBuddy, it's quite annoying as I'm used to ctrl+shift+left/right to select by word and instead that selects to start or end of line.It's not consistent with the defaults that come with VS2013 or VS2015 Community edition. Not sure if it is possible to load the extension that ModBuddy uses to customise the VS Isolated Shell into a proper install of VS, but it would be useful. I was found solution for LUA:http://forums.civfanatics.com/showthread.php?t=391034 We need the same for Unreal Script. Link to comment Share on other sites More sharing options...
PillagePuppies Posted February 8, 2016 Share Posted February 8, 2016 I'm trying to think of ways to grab two abilities per level up, so you eventually have all abilities when you hit max rank. I think if I can find the point where you make the choice, I could do the equivalent "Choose one ability, run the function that adds the ability, then run the function that adds the OTHER ability." I don't know if that's possible, though, because I can't find where the level up choice actually happens, or where the ability is actually added. Anyone got some info? Link to comment Share on other sites More sharing options...
Negativz Posted February 8, 2016 Share Posted February 8, 2016 I was able to get my weapon model to load into the game--thanks for the info. However I now want to make it customizable. How do you make it so a model will accept colors and weapon camos from the in-game palette? Link to comment Share on other sites More sharing options...
answerogre Posted February 9, 2016 Share Posted February 9, 2016 Hi Amineri do you happened to know how to add a gremlin replacement? I have the model, ( working on his rigging/Animations currently ) and where can I find the Lids animated tree? do I add him like the SMG? and if so what's the difference with the animations ? Link to comment Share on other sites More sharing options...
Amineri Posted February 9, 2016 Author Share Posted February 9, 2016 Guys, thank you for the helping with flanking! Finally managed to get it to work.Would be grateful if someone could answer a few questions: Why do I need to start a new game for flanking changes to take effect? I played with aim bonus, weapon mod values and even character skills - no need for a new game. But here it will not take effect until new campaign. Can I somehow mod a male-to-female ratio in rookie acquisition? I'm getting one dude out of five new recruits. I know I can change their sex, but it just feels so wrong. So the reason comes down to templates versus game states. Templates are single things (e.g. this is what a starting soldier's stats looks like), while game states are instances of particular things, which often copy a bunch of data from a template (e.g. this particular soldier has these particular stats at this particular time). Since stats level up and can change dynamically (e.g. shaken soldier), the stats are stored per soldier, and so in the game state. When the soldier is created (starting soldiers, initial recruit pool, extra recruits each supply drop), the initial stats for the current difficulty are copied from the template into the gamestate, and gamestates are what get saved in the savefile. So to change the stats in an ongoing campaign, you'd need to write code into an X2DownloadableContentInfo.OnLoadedSaveGame function which scans through all the soldier gamestates in the game and updates them all. Templates, however, are not saved in the savefile, and instead are built from the config data and template code each time the game launches. Link to comment Share on other sites More sharing options...
Amineri Posted February 9, 2016 Author Share Posted February 9, 2016 Hi again, can you share your experience: are there any ways to turn on "Intellisense" for *.uc scripts in the Mod Buddy or load it the Unreal Engine? I mean autocompletion and a list of available types and functions? Thanks for your attention! Unfortunately I have not figured out how to do this, and will be quite happy when someone figures it out ^_^ Link to comment Share on other sites More sharing options...
Amineri Posted February 9, 2016 Author Share Posted February 9, 2016 What is the "ModShaderCache" and which files access it? Do we always need to name it *ModName*_ModShaderCache?Is it enough to rename another ModShaderCache like that (like from another Mod) or do we have to edit this files within? Thx in advance :smile: The ModShaderCache is something that is built during the second step of the build process. Unreal uses compiled shaders (compiled from the materials). If the shaders are not compiled in advance, one of two things can happen. Sometimes the wrong shader gets used, and ends up with incorrect references, resulting in a "bad" material (we'd see solid block during our development), or the shader will be compiled at run-time, resulting in sometimes significant lag, depending on how many in total have to be compiled. So the ModShaderCache.upk is automatically build from the art packages in the mod Content folder, and is only used by the game at launch to load the precompiled shaders. When I was researching this a while back, I discovered that some UnrealTournament maps would take several minutes to load due to having to compile the shaders at run-time. And nobody wants that :) Link to comment Share on other sites More sharing options...
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