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Volatile Mix [noob Mod Help Request]


ClaytonCross

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I have a Class mod that seemed to work with the one exception I know of, with Volatile Mix not adding damage. I would also, like to add the +1 radius back after the patch if possible. Any assistance would be greatly appreciated. I am not particularly skilled but was able to follow instructions enough to get this far but was unable to find anything explaining why Volatile Mix does not work with the mod but why it works with vanilla grenadiers. I did find one line in X2AbilityTag.uc which I thought might be involved but I don't know how I might implement it.

 

I currently have the following configs for Volatile Mix:

 

---Under Class X2Ability .uc file---

--Omitted--

var config int VOLATILE_DAMAGE;
var config float VOLATILE_RADIUS;

--Omitted--

 

static function array<X2DataTemplate> CreateTemplates()
{
local array<X2DataTemplate> Templates;

--Omitted--
Templates.AddItem(VolatileMix());

--Omitted--

static function X2AbilityTemplate VolatileMix()
{
local X2AbilityTemplate Template;
local X2AbilityTargetStyle TargetStyle;
local X2AbilityTrigger Trigger;
local X2Effect_VolatileMix MixEffect;

`CREATE_X2ABILITY_TEMPLATE(Template, 'VolatileMix');

// Icon Properties
Template.IconImage = "img:///UILibrary_PerkIcons.UIPerk_volatilemix";

Template.AbilitySourceName = 'eAbilitySource_Perk';
Template.eAbilityIconBehaviorHUD = EAbilityIconBehavior_NeverShow;
Template.Hostility = eHostility_Neutral;

Template.AbilityToHitCalc = default.DeadEye;

TargetStyle = new class'X2AbilityTarget_Self';
Template.AbilityTargetStyle = TargetStyle;

Trigger = new class'X2AbilityTrigger_UnitPostBeginPlay';
Template.AbilityTriggers.AddItem(Trigger);

MixEffect = new class'X2Effect_VolatileMix';
MixEffect.BuildPersistentEffect(1, true, true, true);
MixEffect.SetDisplayInfo(ePerkBuff_Passive, Template.LocFriendlyName, Template.GetMyLongDescription(), Template.IconImage,,,Template.AbilitySourceName);
MixEffect.BonusDamage = default.VOLATILE_DAMAGE;
Template.AddTargetEffect(MixEffect);

Template.BuildNewGameStateFn = TypicalAbility_BuildGameState;
// NOTE: No visualization on purpose!

Template.bCrossClassEligible = true;

return Template;
}

--- The X2AbilityTag.uc line I found (Hope this helps):

 

case 'VOLATILIEMIXDAMAGE':
OutString = string(class'X2Ability_GrenadierAbilitySet'.default.VOLATILE_DAMAGE);
break;

 

---Thanks again for any help and for the time and patience to help the noob.

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