tbkiah Posted October 23, 2012 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
Ichthyic Posted October 24, 2012 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.
BanjoOz Posted October 25, 2012 Posted October 25, 2012 (edited) On 10/23/2012 at 4:48 PM, tbkiah said: 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
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