IAmTheClayman Posted July 14, 2017 Posted July 14, 2017 (edited) Is it possible to make a power a detonator? I wanted to turn Nova into a detonator as opposed to a primer (because it honestly doesn't make sense as a primer, it's an AOE ground pound that looks like it should explode things) and noticed that it has an "Action" called FrostySdk.Ebx.MECSMAction_ApplyComboPrimer, with the ComboPrimer attribute pulling from game/damagetypes/combos/biotic/status_bioticprimer. I've found options for each type of detonation in the folders under combos, but no way to just apply a combo detonator modifier to the power Edited July 14, 2017 by IAmTheClayman
KainPrimus Posted July 15, 2017 Posted July 15, 2017 It's been done, mate - http://www.nexusmods.com/masseffectandromeda/mods/348/?
IAmTheClayman Posted July 15, 2017 Author Posted July 15, 2017 On 7/15/2017 at 2:52 PM, Don_Kain said: It's been done, mate - http://www.nexusmods.com/masseffectandromeda/mods/348/? I know, but I figured doing it myself would be a good way to learn FrostyEditor a bit better. Don't plan on publishing my own version or anything -- Ooogen did an awesome job figuring it out
Phnx Posted July 15, 2017 Posted July 15, 2017 On 7/15/2017 at 6:26 PM, IAmTheClayman said: On 7/15/2017 at 2:52 PM, Don_Kain said: It's been done, mate - http://www.nexusmods.com/masseffectandromeda/mods/348/? I know, but I figured doing it myself would be a good way to learn FrostyEditor a bit better. Don't plan on publishing my own version or anything -- Ooogen did an awesome job figuring it out Yeah. More people should publish their project files so we can learn from them. :)
IAmTheClayman Posted July 17, 2017 Author Posted July 17, 2017 Just bumping this. Would really be grateful if anyone can point me in the right direction! On 7/15/2017 at 8:31 PM, Phnx said: Yeah. More people should publish their project files so we can learn from them. :smile: Agree 100% Phnx, and if I somehow figure this out on my own I will absolutely post the solution here
IAmTheClayman Posted July 17, 2017 Author Posted July 17, 2017 (edited) Eureka! I think the appropriate file modify is the Impact data for the power. For example, let's compare Overload (a power which has detonation built-in), Incinerate (a power which can be specced into combo detonation @ Rank 6), and Assault Turret (a power which can never be a combo detonator). Going to game/powers/[power name] and clicking on the power's folder reveals a number of different files. So if I wanted to modify Assault Turret, my first instinct would be to go to game/powers/assaultturret and click on the 'assaultturret' folder in FrostyEditor. Each folder contains a number of different file types:BlueprintBundle: I believe 'blueprint' is similar to how Unreal Engine refers to prepared/grouped assets as Blueprints (for anyone else familiar with Unity Engine, what we call 'prefabs') BWAggregatedStat: based on the UIData field I assume it relates to populating information on the user interfaceBWBaseStat: similar to above with focus on populating UI informationBWBeamBlueprint: perhaps a blueprint/prefab required for any weapon with a long, beam-like projectile?BWCSMState: as far as I can tell, animation info (based on the inclusion of a timeline at the bottom of the file inspector)DataProviderAsset: I believe this is an organizational file type used in other higher-level files, based on it requiring a BaseStat and AggregatedStat file in the 'BaseStat' and 'ModifierStat' fieldsLogicPrefabBlueprint: TBH I have not investigated this file type much :huh:MEImpactPackage: seems to contain detailed information regarding a single aspect of a powerThere are several other files type -- perhaps it makes sense to start a post elsewhere cataloging these file types and what information they house/what their purpose is -- but the only other one important here is the MEPowerData file type, which is where I started looking to modify powers. There's an attribute here called BaseStats, and a lot going on, but essentially it's an array responsible for storing various info about a power. For example, going to game/powers/assaultturret/power_assaultturret brings up the MEPowerData file for the Assault Turret. The BaseStats[0] attribute in this file seems to store a conditional statement that determines the turret's damage per bullet by checking if the player is in singleplayer or multiplayer. I'm sure this will be useful for makign singleplayer-only mods that don't get users banned in online play, but unfortunately nothing in BaseStats gave me the solution I was looking for. However, when I dug into game/powers/assaultturret/imp_laser_assaultturret, one of several MEImpactPackages for the Assault Turret, I found something interesting. If you open up the ImpactList attribute, then the index 0 of the array (the dropdown listed as '[0]'), you'll find an attribute called 'ComboData'. And sure enough, opening up ComboData reveals a tickbox called 'IsComboDetonator'! Sorry if this seems long a pedantic for some, but for those of us who aren't pure programmers I thought the full explanation might be beneficial. The TL;DR version: I'm 90% sure that MEImpactPackage files are responsible for setting combo detonator status. I will test this out and post once I can confirm. P.S. There is a file under the assault turret's data called 'imp_projectilecollsiion_assaultturret', so it is possible that for this power one file has to do with the basic fire mode and the other for the flamethrower spec. Edited July 17, 2017 by IAmTheClayman
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