mccordrm Posted February 25, 2016 Share Posted February 25, 2016 Rookies are defined as: DefaultSoldierClass=RookieNickNameRank=3ExtraCrossClassAbilities=(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) Link to comment Share on other sites More sharing options...
eXecator Posted February 25, 2016 Share Posted February 25, 2016 Out of interest, don't rooks already have HunkerDown? Do you want all Soldiers to get that ability, or just the rooks? If all shall receive it, you might want to modify the CharacterTemplate called 'soldier'. Link to comment Share on other sites More sharing options...
mccordrm Posted February 25, 2016 Author Share Posted February 25, 2016 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. Link to comment Share on other sites More sharing options...
traenol Posted February 25, 2016 Share Posted February 25, 2016 Basically you want them to all have a skill(like say Lightning Hands) ... would this be temporary for rookies only, or have all soldiers keep this on level up as well. If the latter, you will probably need to modify the charater template Link to comment Share on other sites More sharing options...
eXecator Posted February 25, 2016 Share Posted February 25, 2016 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? Link to comment Share on other sites More sharing options...
traenol Posted February 25, 2016 Share Posted February 25, 2016 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 Link to comment Share on other sites More sharing options...
mccordrm Posted February 25, 2016 Author Share Posted February 25, 2016 (edited) 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 February 25, 2016 by mccordrm Link to comment Share on other sites More sharing options...
mccordrm Posted February 25, 2016 Author Share Posted February 25, 2016 (edited) 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 February 25, 2016 by mccordrm Link to comment Share on other sites More sharing options...
traenol Posted February 25, 2016 Share Posted February 25, 2016 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. Link to comment Share on other sites More sharing options...
eXecator Posted February 25, 2016 Share Posted February 25, 2016 (edited) I suppose adding this doesnt do the trick, right? [Rookie X2SoldierClassTemplate] +SoldierRanks=(aAbilityTree=((AbilityName="HunkerWhatever"))) Edited February 25, 2016 by eXecator Link to comment Share on other sites More sharing options...
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