tbkiah Posted October 23, 2012 Share Posted October 23, 2012 (edited) 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 October 23, 2012 by tbkiah Link to comment Share on other sites More sharing options...
Ichthyic Posted October 24, 2012 Share Posted October 24, 2012 well, deep pockets is actually a pretty damn good upgrade IMO, but keep on doing what you're doing; it can't but help tinkering with all these values. Link to comment Share on other sites More sharing options...
BanjoOz Posted October 25, 2012 Share Posted October 25, 2012 (edited) 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 October 25, 2012 by banjo_oz Link to comment Share on other sites More sharing options...
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