mccordrm Posted February 25, 2016 Author Share Posted February 25, 2016 (edited) Traenol, Thanks. That's exactly what I'm trying to work out. There are eStats listed all over the place, but not all of them are relevant and thus can be ignored when Modding soldiers-- thus, the purpose of this list. :smile: Other examples:eStat_ShieldHPeStat_HearingRadius So the Backpack stat seems to be passive. If, for example, your soldier picks up loot from the battlefield, the backpack is where it goes. Thus the reason civilians (VIPs that you're controlling) can't pick up loot for you. I don't know for sure if anyone has ever hit the limit... I might have to test dropping it to one and playing a mission with multiple loot drops to see if it returns a "Backpack full" message or something. Edited February 25, 2016 by mccordrm Link to comment Share on other sites More sharing options...
davidlallen Posted February 25, 2016 Share Posted February 25, 2016 I'd like to link this from the pinned resource thread. But, can somebody summarize all the current findings in one post? It can be on this thread, or a new one, and I will link to the post directly. Link to comment Share on other sites More sharing options...
traenol Posted February 25, 2016 Share Posted February 25, 2016 (edited) Traenol, Thanks. That's exactly what I'm trying to work out. There are eStats listed all over the place, but not all of them are relevant and thus can be ignored when Modding soldiers-- thus, the purpose of this list. :smile: Other examples:eStat_ShieldHPeStat_HearingRadius So the Backpack stat seems to be passive. If, for example, your soldier picks up loot from the battlefield, the backpack is where it goes. Thus the reason civilians (VIPs that you're controlling) can't pick up loot for you. I don't know for sure if anyone has ever hit the limit... I might have to test dropping it to one and playing a mission with multiple loot drops to see if it returns a "Backpack full" message or something.No limit per the code: // All units have infinitely large backpacks, so CanAddItemToBackpack() is now always true I really wish they had not done it this way ... Just like with HasGrenadePocket() ... all this great code is written to enable nice modding, and then its commented away and replaced with a simple true/false that cannot be changed/used in any meaningful way. Edited February 25, 2016 by traenol Link to comment Share on other sites More sharing options...
mccordrm Posted February 25, 2016 Author Share Posted February 25, 2016 I'd like to link this from the pinned resource thread. But, can somebody summarize all the current findings in one post? It can be on this thread, or a new one, and I will link to the post directly.I've been updating the first post to include all findings. :) Link to comment Share on other sites More sharing options...
davidlallen Posted February 25, 2016 Share Posted February 25, 2016 OK, I added it to the pinned resource list. Link to comment Share on other sites More sharing options...
mccordrm Posted February 25, 2016 Author Share Posted February 25, 2016 I'm debating on whether to add ALL of the eStats we come across.Since some of them are irrelevant to XCOM soldiers, I'm not sure ifpeople want to be bothered by them. Link to comment Share on other sites More sharing options...
eXecator Posted February 25, 2016 Share Posted February 25, 2016 I think it's a good idea to put them in. Someone might be interested to mod enemies as well. Link to comment Share on other sites More sharing options...
traenol Posted February 25, 2016 Share Posted February 25, 2016 (edited) I would regardless, it will be good info for people who are putting in AI units as well. edit: ninja'd Edited February 25, 2016 by traenol Link to comment Share on other sites More sharing options...
traenol Posted March 7, 2016 Share Posted March 7, 2016 (edited) 15. CharacterBaseStats[eStat_HighCoverConcealment]=1;Still not sure if this is relevant. Feel free to leave at 1. 20. CharacterBaseStats[eStat_ReserveActionPoints]=0;Not tested yet Ok, finally took the time and looked into these two and found .... NOTHING ... these two are completely unused and can be safely ignored/removed/created with wacky numbers ... go nuts. Edited March 7, 2016 by traenol Link to comment Share on other sites More sharing options...
DarkAnsem Posted March 10, 2016 Share Posted March 10, 2016 I would regardless, it will be good info for people who are putting in AI units as well. edit: ninja'd agreed. Link to comment Share on other sites More sharing options...
Recommended Posts