eggroll666 Posted February 13, 2016 Share Posted February 13, 2016 so i created a custom character but i'm having difficulties adding him into the game whether it be a fresh game or pre-existing save.this is what i'm using to try to load him in. //---------------------------------------------------------------------------------------// FILE: XComDownloadableContentInfo_MyXCOM2Mod.uc // // Use the X2DownloadableContentInfo class to specify unique mod behavior when the // player creates a new campaign or loads a saved game.// //---------------------------------------------------------------------------------------// Copyright © 2016 Firaxis Games, Inc. All rights reserved.//--------------------------------------------------------------------------------------- class X2DownloadableContentInfo_MyXCOM2Mod extends X2DownloadableContentInfo;static event OnLoadedSavedGame(){local XComGameStateHistory History;local XComGameState NewGameState;local XComGameState_HeadquartersXCom OldXComHQState; local XComGameState_HeadquartersXCom NewXComHQState;local XComGameState_Unit ItemState;local X2CharacterTemplateManager ItemMgr;local X2CharacterTemplate ItemTemplate;local CharacterPoolManager CharMgr; //In this method, we demonstrate functionality that will add ExampleWeapon to the player's inventory when loading a saved//game. This allows players to enjoy the content of the mod in campaigns that were started without the mod installed.ItemMgr = class'X2CharacterTemplateManager'.static.GetCharacterTemplateManager();History = `XCOMHISTORY; //Create a pending game state changeNewGameState = class'XComGameStateContext_ChangeContainer'.static.CreateChangeState("Adding CoconutMonkey"); //Get the previous XCom HQ state - we'll need it's ID to create a new state for itOldXComHQState = XComGameState_HeadquartersXCom(History.GetSingleGameStateObjectForClass(class'XComGameState_HeadquartersXCom')); //Make the new XCom HQ state. This starts out as just a copy of the previous state.NewXComHQState = XComGameState_HeadquartersXCom(NewGameState.CreateStateObject(class'XComGameState_HeadquartersXCom', OldXComHQState.ObjectID)); //Make the changes to the HQ state. Here we add items to the HQ's inventoryItemTemplate = ItemMgr.FindCharacterTemplate('CoconutMonkey'); //Instantiate a new item state object using the template.ItemState = ItemTemplate.CreateInstanceFromTemplate(NewGameState);NewGameState.AddStateObject(ItemState); //Add the newly created item to the HQ inventoryItemState.SetSkillLevel(5);NewGameState.AddStateObject(ItemState);NewXComHQState.AddToCrew(NewGameState, ItemState);ItemState.SetHQLocation(eSoldierLoc_Barracks);NewXComHQState.HandlePowerOrStaffingChange(NewGameState); //Commit the new HQ state object to the state change that we builtNewGameState.AddStateObject(NewXComHQState); //Commit the state change into the history.History.AddGameStateToHistory(NewGameState);} /// <summary>/// Called when the player starts a new campaign while this DLC / Mod is installed/// </summary>static event InstallNewCampaign(XComGameState StartState){//Don't need to do anything - the weapon should be picked up and placed into the HQ inventory when starting a new campaign.} Link to comment Share on other sites More sharing options...
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