shadowuk Posted February 22, 2016 Share Posted February 22, 2016 Would love to know how to do this for my class mod. tried a couple of things but they did not work : / Link to comment Share on other sites More sharing options...
davidlallen Posted February 23, 2016 Share Posted February 23, 2016 Selecting character classes is done with the idea of a "deck" containing around 20 cards. When the deck is empty it is filled again with a random number of cards from each class. When a promotion is needed then a card is picked. The controls I can see for this are in XComGameState_HeadQuartersXCom.uc, and it is based on these entries from DefaultClassData.ini: NumInForcedDeck=1NumInDeck=4 For this class between 1-4 cards will be added to the deck. I am pretty sure that if you set both of these to 0 for your class, then it will never show up in the deck, and no rookie will ever be promoted to it. Is this one of the things you tried? If so, what did not work? Link to comment Share on other sites More sharing options...
shadowuk Posted February 23, 2016 Author Share Posted February 23, 2016 (edited) set the deck to 0 still does it, It was one of the things i tried Edited February 23, 2016 by shadowuk Link to comment Share on other sites More sharing options...
shadowuk Posted February 23, 2016 Author Share Posted February 23, 2016 setting the forced deck removes it completely, i know the forced deck is for the GTS. also tired using/modding a Psi ops template and also tried pulling apart a mod from the steam work shop call the Officer class mod, to see what he did because he got it working. also message the guy on how he did it but no reply. Link to comment Share on other sites More sharing options...
shadowuk Posted February 23, 2016 Author Share Posted February 23, 2016 +bMultiplayerOnly=0 +ClassPoints=4 +IconImage="img:///UILibrary_Common.rank_fieldmarshall" +NumInForcedDeck=1 +NumInDeck=0 +KillAssistsPerKill=4 is what i have done but it still come up. In fact i ALLWAYS get one showing up at the start after you blow up the statute. Link to comment Share on other sites More sharing options...
davidlallen Posted February 23, 2016 Share Posted February 23, 2016 (edited) NumInForcedDeck is the number of cards which is forced for promotions. I highly doubt this is used by GTS; have you looked in the uc code to confirm this? If so, that makes your goal harder; you will need a separate variable such as AppearsInGTS to separate that properly. Edited February 23, 2016 by davidlallen Link to comment Share on other sites More sharing options...
davidlallen Posted February 23, 2016 Share Posted February 23, 2016 (edited) I looked in the uc code, and you are right. This part of the uc code will need to be modded also, to accomplish what you want. In UIChooseClass.uc, function GetClasses, the only way to add a class to appear in the picklist is to have NumInForcedDeck greater than zero. I guess this means a custom game state will need to be added to classes, which stores your new variable "do not allow in gts". For default classes and classes of other mods, this will default false; for your class, you would set it true. The PsiOp class doesn't appear in GTS because it sets NumInForcedDeck to zero, which makes sense for that class. Edited February 23, 2016 by davidlallen Link to comment Share on other sites More sharing options...
shadowuk Posted February 23, 2016 Author Share Posted February 23, 2016 (edited) Ok i opened the mod that DOES have the class only in the GTS and i opened my class UIchooseclass.uc and there is no difference. Edited February 23, 2016 by shadowuk Link to comment Share on other sites More sharing options...
Ghostlines Posted February 24, 2016 Share Posted February 24, 2016 Ok i opened the mod that DOES have the class only in the GTS and i opened my class UIchooseclass.uc and there is no difference. Which mod are you referring to? Unless they've overridden UIChooseClass (which you'd probably have to do), they would be playing by the same rules as everyone else, where a positive numInForcedDeck is the only way for the class to be GTS trainable. Link to comment Share on other sites More sharing options...
eXecator Posted February 24, 2016 Share Posted February 24, 2016 Just an idea, but if you want your mod to be less intrusive, you might get away without overriding UIChooseClass. You could register a screenlistener on it and add your Dude to m_arrClasses[] manually. Link to comment Share on other sites More sharing options...
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