ClaytonCross Posted May 20, 2016 Share Posted May 20, 2016 So.... Templates.AddItem(PurePassive('Salvo', "img:///UILibrary_PerkIcons.UIPerk_salvo", true)); Where do you find pure passive abilities so that you can edit them? I am trying to make salvo work with normal grenades instead of the grenade launcher. Link to comment Share on other sites More sharing options...
Kregano Posted May 20, 2016 Share Posted May 20, 2016 IIRC, they don't technically exist. They just call X2Effect_ files. Link to comment Share on other sites More sharing options...
ClaytonCross Posted May 20, 2016 Author Share Posted May 20, 2016 Err...So if I go to the Granade.UC file I see salvo does not consume actions. I am using: [XcomClassData]+SoldierRanks=( aAbilityTree=( (AbilityName="EverVigilant", ApplyToWeaponSlot=eInvSlot_Unknown), (AbilityName="Salvo", ApplyToWeaponSlot=eInvSlot_Unknown) ), aStatProgression=((StatType=eStat_Offense,StatAmount=2), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=1), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)), ) -And- [X2Ability_<ClassName>] Templates.AddItem(PurePassive('Salvo', "img:///UILibrary_PerkIcons.UIPerk_salvo", true)); Is there any reason it should not show up and work? Link to comment Share on other sites More sharing options...
Kregano Posted May 20, 2016 Share Posted May 20, 2016 It might need to be included in the class's Ability file. Link to comment Share on other sites More sharing options...
ClaytonCross Posted May 20, 2016 Author Share Posted May 20, 2016 Ok, Apparently I have to add proxy grenades, through grenades, and some damage and effect variables. It built. I will test it now. Link to comment Share on other sites More sharing options...
ClaytonCross Posted May 21, 2016 Author Share Posted May 21, 2016 Still not working, thanks for the attempt though! Link to comment Share on other sites More sharing options...
prowler83 Posted May 21, 2016 Share Posted May 21, 2016 Salvo takes effect because other abilities have a check for "if the unit has this perk, this won't end their turn." You can see which ones by searching the whole SDK for Salvo. (Similarly, most of the code relevant to ThreatAssesment is found in AidProtocol.) Not sure why you're trying to make it apply to thrown grenades, as it already does so. Unless you mean instead of, in which case what you'd need to do something like: AbilityTemplate = X2AbilityTemplate(AbilityManager.FindAbilityTemplate('LaunchGrenade'));AbilityTemplate.DoNotConsumeAllSoldierAbilities.RemoveItem('Salvo'); Link to comment Share on other sites More sharing options...
ClaytonCross Posted May 21, 2016 Author Share Posted May 21, 2016 What I am trying to do is give a soldier the ability to a soldier to throw a grenade with the first action and it not end their turn. My first (and possibly only) problem is that for some reason it skips that ability and proceeds to the next ability instead of filling the ability table (which is why I listed configs in my second post entry for that). The second, worry was that since it was made for heavies who use a grenade launcher that maybe it would not work thrown. As you pointed out though it is listed under thrown so it should work if I can get it to show up. Link to comment Share on other sites More sharing options...
prowler83 Posted May 21, 2016 Share Posted May 21, 2016 Soldiers can get Salvo through the AWC. It will work for thrown grenades. If you want to just make ThrowGrenade unconditionally not end your turn, you could just grab the ActionPoints cost and set bConsumeAllPoints to false. I still don't understand what you're trying to do with XComClassData Link to comment Share on other sites More sharing options...
ClaytonCross Posted May 21, 2016 Author Share Posted May 21, 2016 I made a class, I am giving it the ability salvo as a Corporal level ability option. It doesn't work. It grabs the Sargent ability instead. So I am just trying to get Salvo to register and work as intended. Link to comment Share on other sites More sharing options...
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