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Adding A large item slot


tbkiah

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So I found where it determines that a Heavy Class gets 2 large item slots...

 

function int GetLargeInventorySlots(XGStrategySoldier kSoldier, int iArmor)

{

// End:0x3f Loop:False

if(kSoldier.m_kChar.eClass == 2)

{

return 2;

}

return 1;

}

 

I just went and changed the 2 to 16 and the == to !=...

 

Now to figure out how to allow a character to equip anything but a rocket launcher (which needs the heavy class)

 

Don't know if this is any use to you guys, but i might add a small inventory slot, without adding the slot to armour, and giving the support class a better ability than deep pockets.

 

 

EDIT: It looks like small items are directly linked to armour in the INI, so, now just to change the deep pockets to a better ability.

Edited by tbkiah
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Don't know if this is any use to you guys, but i might add a small inventory slot, without adding the slot to armour, and giving the support class a better ability than deep pockets.

 

 

EDIT: It looks like small items are directly linked to armour in the INI, so, now just to change the deep pockets to a better ability.

That's what I did here; since I also gave most armors two small item slots, Deep Pockets was useless (and three slots glitches the game, as far as I could tell) so I gave the Support class Battlescanner instead. That seemed suitable for Support (and more useful/logical than Snipers having it, to be honest!).

Edited by banjo_oz
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