Kregano Posted May 29, 2016 Share Posted May 29, 2016 I decided to make an ability that lowers a unit's detection radius, pretty simple stuff. Mod builds with no errors, looks good on the strategy debug, but doesn't work at all on the tactical debug. I deliberately copied some code from Shadowstep to display its icon while testing, but not only does the icon not show up, but the detection radius modified refuses to work either. I'm not certain of why that is, because it happens no matter what the modifier value is. Code for reference: class X2Ability_SlinkMaster extends X2Ability_RangerAbilitySet config(SlinkMaster); var config float SLINK_DETECTIONRADIUSMODIFER; static function array<X2DataTemplate> CreateTemplates() { local array<X2DataTemplate> Templates; Templates.AddItem(SlinkMaster()); return Templates; } static function X2AbilityTemplate SlinkMaster() { local X2AbilityTemplate Template; local X2Effect_PersistentStatChange PersistentStatChangeEffect; `CREATE_X2ABILITY_TEMPLATE(Template, 'SlinkMaster'); Template.AbilitySourceName = 'eAbilitySource_Perk'; Template.eAbilityIconBehaviorHUD = eAbilityIconBehavior_NeverShow; Template.Hostility = eHostility_Neutral; Template.IconImage = "img:///UILibrary_PerkIcons.UIPerk_shadowstep"; Template.AbilityToHitCalc = default.DeadEye; Template.AbilityTargetStyle = default.SelfTarget; Template.AbilityTriggers.AddItem(default.UnitPostBeginPlayTrigger); // Bonus to DetectionRange stat effects PersistentStatChangeEffect = new class'X2Effect_PersistentStatChange'; PersistentStatChangeEffect.BuildPersistentEffect(1, true, false, false); PersistentStatChangeEffect.AddPersistentStatChange(eStat_DetectionModifier, default.SLINK_DETECTIONRADIUSMODIFER); Template.AddTargetEffect(PersistentStatChangeEffect); Template.BuildNewGameStateFn = TypicalAbility_BuildGameState; return Template; } [SlinkMaster.X2Ability_SlinkMaster] SLINK_DETECTIONRADIUSMODIFER = 0.5f Link to comment Share on other sites More sharing options...
Kregano Posted May 30, 2016 Author Share Posted May 30, 2016 Fixed the icon problem - I accidentally omitted this: PersistentStatChangeEffect.SetDisplayInfo(ePerkBuff_Passive, Template.LocFriendlyName, Template.GetMyLongDescription(), Template.IconImage, true,,Template.AbilitySourceName); Still haven't gotten any definitive sign that the ability is working. Link to comment Share on other sites More sharing options...
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