kexx456 Posted June 2, 2016 Share Posted June 2, 2016 (edited) Hello all! I've been creating a new enemy unit, an alien unit based off the Archon. I have already finished the skeletal mesh and it looks great with the Archon animation sets, but the thing is, I want this new unit to be something a bit more unique, rather than just a palette (mesh) swap of the Archon. So I want to give it the Icarus Slam ability. I believe that only players with the Alien Hunters DLC would be able to use this mod, but that's ok. I'm just wondering how I can go about doing that. I've separated a bunch of threads and discussions on how to create new abilities, so I will be reading those, but in my research, I've learned that the code for the DLC Rulers isn't readily available. So, a couple of questions: 1. What is the code for the ability Icarus Slam, or where can I find it?2. After finding it, how would I add the ability to the enemy unit?3. Can I actually add this ability to a normal enemy unit?4. If/when success is achieved, can I publish this legally? I'm not sure if it would only work for people with the DLC, or if it would be recreating the ability and setting it out for free, thus getting me in trouble? Thank you to all who read and can help!! Edited June 2, 2016 by kexx456 Link to comment Share on other sites More sharing options...
AuroraDelta Posted June 5, 2016 Share Posted June 5, 2016 1: You can find most of the Icarus slam information scattered around the XCOM2/DLC folder. You might have to hunt through multiple files in there to piece it together though. 2: the easiest way would be to just add the original ability to your unit (Icarusslam_up and Icarusslam_Drop I think), to their ability list. If you wanted to be more self-relient, you could code-mimic the original to create your own custom Icarus slam and use that. 3: Yes you can, and its pretty easy. Although if it has no animation for it (like if you added it to a sectoid) It might bug out pretty awkwardly. 4: That one, I'm not so sure about. You arn't including the cosmetics or the actual rulers and their gameplay, nor the story quests, but I'm not sure if one ability is enough to get you in trouble or not. For reasons of safety it might be best to make a DLC check of some sort so only people with it can download the mod and/or run it. Link to comment Share on other sites More sharing options...
HandyVac Posted June 5, 2016 Share Posted June 5, 2016 The unreal script for pretty much all the Alien Hunters stuff is inside the DLC_2.u file, in the DLC folder.That's a cooked file, so I'm not sure if modbuddy can reference it properly, but if you open it in a text editor and scroll way down past the gobbledygook you can read the uncompiled source code. The animations also only exist as a cooked file, so you can't preview them or add them to archetypes in the usual way with the editor. But you can give them to a unit as part of an ability, using X2Effect_AdditionalAnimSets. That's what I did in my Handy Heavy Weapons mod to use the Icarus Suit's vault animations for a new item: IcarusAnimSet = new class'X2Effect_AdditionalAnimSets'; IcarusAnimSet.BuildPersistentEffect( 1, false, true, false, eGameRule_PlayerTurnBegin ); IcarusAnimSet.SetDisplayInfo( ePerkBuff_Bonus, Template.LocFriendlyName, Template.GetMyHelpText( ), Template.IconImage, true ); IcarusAnimSet.AddAnimSetWithPath( "DLC_60_Soldier_IcarusSuit_ANIM.Anims.AS_IcarusSuit" ); Template.AddTargetEffect( IcarusAnimSet ); Link to comment Share on other sites More sharing options...
kexx456 Posted June 5, 2016 Author Share Posted June 5, 2016 Thanks for the replies! I'll go ahead and give these suggestions a try. First thing though, I gotta find all the resources. Thanks again! Link to comment Share on other sites More sharing options...
E3245 Posted June 7, 2016 Share Posted June 7, 2016 The unreal script for pretty much all the Alien Hunters stuff is inside the DLC_2.u file, in the DLC folder.That's a cooked file, so I'm not sure if modbuddy can reference it properly, but if you open it in a text editor and scroll way down past the gobbledygook you can read the uncompiled source code. The animations also only exist as a cooked file, so you can't preview them or add them to archetypes in the usual way with the editor. But you can give them to a unit as part of an ability, using X2Effect_AdditionalAnimSets. That's what I did in my Handy Heavy Weapons mod to use the Icarus Suit's vault animations for a new item: IcarusAnimSet = new class'X2Effect_AdditionalAnimSets'; IcarusAnimSet.BuildPersistentEffect( 1, false, true, false, eGameRule_PlayerTurnBegin ); IcarusAnimSet.SetDisplayInfo( ePerkBuff_Bonus, Template.LocFriendlyName, Template.GetMyHelpText( ), Template.IconImage, true ); IcarusAnimSet.AddAnimSetWithPath( "DLC_60_Soldier_IcarusSuit_ANIM.Anims.AS_IcarusSuit" ); Template.AddTargetEffect( IcarusAnimSet ); If you want the unaltered source, you can use UE Explorer and open DLC_2.u, then export the scripts (Not Classes). Much cleaner and human-friendly to read. Link to comment Share on other sites More sharing options...
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