amblingalong Posted October 17, 2012 Share Posted October 17, 2012 (edited) Hey everyone, Just wanted to give the community a heads up that I've been experimenting with adding the tag "eAbility_DestroyTerrain" to all the weapons, and despite some glitches, it lets you target terrain specifically to destroy. The main bug I'm having right now is that it seems to overpower weapons signficantly, so that assault rifles can suddenly destroy the walls to an alien ship; I think this is because the ability calls the weapon power/accuracy from the Sectapod's main weapon (where it originally appears). Anyways, I'm going to keep working on this, and if anyone else wants to give it a shot, it's not like I have dibs. I just wanted to let people know this seems like a promising approach. -amblingalong Edited October 17, 2012 by amblingalong Link to comment Share on other sites More sharing options...
Beknatok Posted October 17, 2012 Share Posted October 17, 2012 Hey everyone, Just wanted to give the community a heads up that I've been experimenting with adding the tag "eAbility_DestroyTerrain" to all the weapons, and despite some glitches, it lets you target terrain specifically to destroy. The main bug I'm having right now is that it seems to overpower weapons signficantly, so that assault rifles can suddenly destroy the walls to an alien ship; I think this is because the ability calls the weapon power/accuracy from the Sectapod's main weapon (where it originally appears). Anyways, I'm going to keep working on this, and if anyone else wants to give it a shot, it's not like I have dibs. I just wanted to let people know this seems like a promising approach. -amblingalong What weapons did you add eAbility_DestroyTerrain to? What is the corresponding iEnvironmentDamage value for each of those weapons? I'd speculate that when DestoryTerrain is enabled, that the EnvironmentDamage value may wind up being used instead of iDamage? Link to comment Share on other sites More sharing options...
Caiman Posted October 17, 2012 Share Posted October 17, 2012 If you can get it working with "steps" for each weapon(have to shoot once for half cover and 3 times for full cover(with the assault rifle); only once with the Heavy; more often against reinforced materials). Somewhere here I´ve already read about this... if you misaim you sometimes destroy environment- so these mechanics are already in the game... if you find them, it could be as easy as to copy/paste them over. Link to comment Share on other sites More sharing options...
Solver Posted October 17, 2012 Share Posted October 17, 2012 Interesting - I tried getting free aim through assigning the Explosive property to weapons (seeing how the free-aim capable weapons are rockets and grenades), but that resulted in no evident change. DestroyTerrain is presumably something different from just destroying environment, as regular weapons (especially lasers) destroy quite a bit of the environment when you miss. Link to comment Share on other sites More sharing options...
amblingalong Posted October 17, 2012 Author Share Posted October 17, 2012 Interesting - I tried getting free aim through assigning the Explosive property to weapons (seeing how the free-aim capable weapons are rockets and grenades), but that resulted in no evident change. DestroyTerrain is presumably something different from just destroying environment, as regular weapons (especially lasers) destroy quite a bit of the environment when you miss. Yeah, what it is is the Sectopod ability that let's it directly target cover your troops are hiding behind. It seems to work once I applied it to all the player controlled weapons, though (except the Shivs, for some reason. Another small problem). re: iEnvironmentDamage, I don't think that's the issue just because the base ballistic weapons have a very low rating, but are currently destroying terrain at the same rate heavy plasma does (which has a much higher rating). I'll look into it further, though. My guess is that we're going to find the problem in the script for environment damage itself; AFAIK there's been no luck getting into the scripts yet, unfortunately, but hopefully this will change. Link to comment Share on other sites More sharing options...
Beknatok Posted October 17, 2012 Share Posted October 17, 2012 My guess is that we're going to find the problem in the script for environment damage itself; AFAIK there's been no luck getting into the scripts yet, unfortunately, but hopefully this will change. Nope, not true. Dreadylein got into them a few days ago and was gracious enough to point me in the right direction yesterday. The two files of interest are XComGame.upk & XComStrategyGame.upk. The former dictates the "tactical game" whereas the latter dictates the "strategic game." Use Gildor's Decompress tool to unpack the UPK. Then go find UE Explorer. You can use that to peruse the contents of the UPK. There's a LOT to dig through. Think I'll start another thread about it now... keep things tidier. Link to comment Share on other sites More sharing options...
amblingalong Posted October 17, 2012 Author Share Posted October 17, 2012 My guess is that we're going to find the problem in the script for environment damage itself; AFAIK there's been no luck getting into the scripts yet, unfortunately, but hopefully this will change. Nope, not true. Dreadylein got into them a few days ago and was gracious enough to point me in the right direction yesterday. The two files of interest are XComGame.upk & XComStrategyGame.upk. The former dictates the "tactical game" whereas the latter dictates the "strategic game." Use Gildor's Decompress tool to unpack the UPK. Then go find UE Explorer. You can use that to peruse the contents of the UPK. There's a LOT to dig through. Think I'll start another thread about it now... keep things tidier. Awesome, thanks! Props for Dreadylein, too, maybe I was missing something obvious but I was beating my head against the wall for a while trying to figure the scripting files out. Link to comment Share on other sites More sharing options...
KMA Posted October 18, 2012 Share Posted October 18, 2012 The problem is that we will not be able to bake them back into their UPK's again. So altering the scripts is not going to help right now. We need the packing tools from Firaxis. Link to comment Share on other sites More sharing options...
shiwan8 Posted October 22, 2012 Share Posted October 22, 2012 The UPK-problem, if I remember correctly, is solved now. This might be doable now. Link to comment Share on other sites More sharing options...
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