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Add ability to a Rookie?


mccordrm

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Rookies are defined as:

 

DefaultSoldierClass=Rookie
NickNameRank=3
ExtraCrossClassAbilities=(AbilityName="LightningReflexes")
GlobalStatProgression=(StatType=eStat_Will,StatAmount=4,RandStatAmount=9,CapStatAmount=100)
How can I add an ability to them? Hunker Down, for example.
(I want my Rookies to be cowards. heh)
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I'm curious if it's possible to add abilities to Rookies from the XComClassData.ini file where every Rank is defined.

When a soldier hits Squaddie, you can add all kinds of automatic abilities to them-- IE: No choosing from a Skill Tree, the abilities are just assigned. But I can't figure out how to do that for the Rookie rank.

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When a soldier hits Squaddie, you can add all kinds of automatic abilities to them

 

Oh, I didnt know that. How would you do that?

 

Yeah, the first rank definition gives all abilities in the line, not sure which one is chosen to be shown, probably the first

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eXecator,

 

Here is my Bandaid class:

 

[bandaid X2SoldierClassTemplate]
+bMultiplayerOnly=0
+ClassPoints=4
+IconImage=img:///Class_Bandaid.Bandaid
+NumInForcedDeck=2
+NumInDeck=3
+KillAssistsPerKill=2
+SquaddieLoadout=SquaddieBandaid
+AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="rifle")
+AllowedWeapons=(SlotType=eInvSlot_SecondaryWeapon, WeaponType="gremlin")
; Squaddie
+SoldierRanks=( aAbilityTree=( (AbilityName="Squadsight"), (AbilityName="BlastPadding", ApplyToWeaponSlot=eInvSlot_Unknown), (AbilityName="FieldMedic", ApplyToWeaponSlot=eInvSlot_Unknown), (AbilityName="MedicalProtocol", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon) ), aStatProgression=( (StatType=eStat_Offense,StatAmount=1), (StatType=eStat_Defense,StatAmount=1), (StatType=eStat_HP,StatAmount=3), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=1) ), )
; Corporal
+SoldierRanks=( aAbilityTree=( (AbilityName="AidProtocol", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon), (AbilityName="AidProtocol", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon) ), aStatProgression=( (StatType=eStat_Offense,StatAmount=1), (StatType=eStat_Defense,StatAmount=1), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=0) ), )
; Sergeant
+SoldierRanks=( aAbilityTree=( (AbilityName="RevivalProtocol", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon), (AbilityName="RevivalProtocol", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon) ), aStatProgression=( (StatType=eStat_Offense,StatAmount=1), (StatType=eStat_Defense,StatAmount=1), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=0) ), )
; Lieutenant
+SoldierRanks=( aAbilityTree=( (AbilityName="ThreatAssessment", ApplyToWeaponSlot=eInvSlot_Unknown), (AbilityName="ThreatAssessment", ApplyToWeaponSlot=eInvSlot_Unknown) ), aStatProgression=( (StatType=eStat_Offense,StatAmount=1), (StatType=eStat_Defense,StatAmount=1), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=0) ), )
; Captain
+SoldierRanks=( aAbilityTree=( (AbilityName="EverVigilant", ApplyToWeaponSlot=eInvSlot_Unknown), (AbilityName="EverVigilant", ApplyToWeaponSlot=eInvSlot_Unknown) ), aStatProgression=( (StatType=eStat_Offense,StatAmount=1), (StatType=eStat_Defense,StatAmount=1), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=0) ), )
; Major
+SoldierRanks=( aAbilityTree=( (AbilityName="Sentinel", ApplyToWeaponSlot=eInvSlot_Unknown), (AbilityName="Sentinel", ApplyToWeaponSlot=eInvSlot_Unknown) ), aStatProgression=( (StatType=eStat_Offense,StatAmount=1), (StatType=eStat_Defense,StatAmount=1), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=0) ), )
; Colonel
+SoldierRanks=( aAbilityTree=( (AbilityName="RestorativeMist", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon), (AbilityName="RestorativeMist", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon) ), aStatProgression=( (StatType=eStat_Offense,StatAmount=1), (StatType=eStat_Defense,StatAmount=1), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=0) ), )
You'll notice the Squaddie Rank. Every ability listed is automatically assigned when they hit that Rank. No skill tree, no selection process, they just get those abilities. You can put any ability, from any Class or Rank, in this line and they'll get it.
Edited by mccordrm
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Traenol and Execator,

 

Edit the character template? I thought that's what I was doing. And yes, I want them to keep the ability throughout their career-- they never lose it.

Edited by mccordrm
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Traenol and Execator,

 

Edit the character template? I thought that's what I was doing. And yes, I want them to keep the ability throughout their career-- they never lose it.

No the template is an UnrealScript code that defines how a 'class'(Unreal object) is implemented.

 

The ini files are just simple variable updates that can be read from the unreal code.

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