BadgerBrownCoat Posted February 25, 2016 Share Posted February 25, 2016 (edited) This isn't really what was asked for, but what I was striving for in my mod may be a good workaround -in short, several classes are 'emergent' - aren't supposed to promote from rookie without training - each has its own training area, rather than the GTS, - just as psi operatives or LW's leaders. ...I'd also planned on using the GTS to train one of them, suddenly sounds like a horrible idea . Perhaps consider a similar workaround, the special classes being 'emergent' ( earned or researched to train into ) - with the caveat that this was discussed in a "extending the game long war style" thread, and might be too slow for the base game.Done http://forums.nexusmods.com/index.php?/topic/3839560-template-modification-without-screenlisteners/ Impressed. Not there yet - haven't coded in years - but - I have a feeling the more advanced will find this very useful - most of my early attempts at modding xcom2 have been foiled by defaults with attributes I was unaware of or couldn't find or modify. Edited February 25, 2016 by BadgerBrownCoat Link to comment Share on other sites More sharing options...
shadowuk Posted February 26, 2016 Author Share Posted February 26, 2016 (edited) yeah i was looking for somthing simple, or a small about of code but this is going way over my head now :tongue:. am just going to use console commands and stop people promoting into it that way. Edited February 26, 2016 by shadowuk Link to comment Share on other sites More sharing options...
BadgerBrownCoat Posted February 28, 2016 Share Posted February 28, 2016 thanks, again, Execator- Getting 1 soldier of each vanilla class during Operation Gatecrasher is not scripted, as I've gotten squads entirely composed of mod-added classes... just to toss that information in. yessir, confirmed that - i have two of the 'new' classes up ( pushed two classes into 'emergent' for my mod ) - and yes, Gatecrasher promoted them , properly. I bet that for gatecrasher, there is something scripted that ignores the deck, and ensures each promotion is to a different class. Anybody ever gotten two of the same class after the first mission? I haven't checked the code yet. I haven't tried to eyeball the code, ( ok i did briefly )- but several trial runs have shown that to so far be the case ( don't get me started on when i only had 3 available classes- got some weird stuff ) -I did get the 'emergent' classes to not promote from rookie , foun dthere isn't enough skills as yet to support the extra classes ( lol )- and got some ... very interesting behavior on trying to overwrite default classes - I've found you can do it by directly editting the *ini files, but that doing it in modbuddy - line, + line, seems to be at best hit or miss. Link to comment Share on other sites More sharing options...
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