BanjoOz Posted October 27, 2012 Share Posted October 27, 2012 I've already modded in that all classes can use Assault Rifles, Laser Assault Rifles, Light Plasma Rifles and Plasma Rifles... works fine! I deliberately didn't add the Sniper property to them, because I didn't want Snipers to be able to use them for Headshot, etc. Does this mean that a Sniper with an Assault Rifle will NOT get the close range aim penalty they would with the (Sniper property containing) Sniper Rifle? Also, due to what I assume is a minor bug in the game, giving a weapon the AnyClass property will not let the Heavy use it; the Heavy property must also be added. Does this have any unseen consequence like adding the Sniper or Assault property would (aim penalties, etc.)? Link to comment Share on other sites More sharing options...
PepprmintButler Posted October 27, 2012 Share Posted October 27, 2012 You're right about the Sniper property.The Heavy property does not add anything other than "useable by heavies" as far as I know. Link to comment Share on other sites More sharing options...
OddballE8 Posted October 27, 2012 Share Posted October 27, 2012 I've already modded in that all classes can use Assault Rifles, Laser Assault Rifles, Light Plasma Rifles and Plasma Rifles... works fine! I deliberately didn't add the Sniper property to them, because I didn't want Snipers to be able to use them for Headshot, etc. Does this mean that a Sniper with an Assault Rifle will NOT get the close range aim penalty they would with the (Sniper property containing) Sniper Rifle? Also, due to what I assume is a minor bug in the game, giving a weapon the AnyClass property will not let the Heavy use it; the Heavy property must also be added. Does this have any unseen consequence like adding the Sniper or Assault property would (aim penalties, etc.)? So how did you mod that? Link to comment Share on other sites More sharing options...
BanjoOz Posted October 27, 2012 Author Share Posted October 27, 2012 (edited) I've already modded in that all classes can use Assault Rifles, Laser Assault Rifles, Light Plasma Rifles and Plasma Rifles... works fine! I deliberately didn't add the Sniper property to them, because I didn't want Snipers to be able to use them for Headshot, etc. Does this mean that a Sniper with an Assault Rifle will NOT get the close range aim penalty they would with the (Sniper property containing) Sniper Rifle? Also, due to what I assume is a minor bug in the game, giving a weapon the AnyClass property will not let the Heavy use it; the Heavy property must also be added. Does this have any unseen consequence like adding the Sniper or Assault property would (aim penalties, etc.)? So how did you mod that?You can read up on modding DefaultGameCore in the sticky topics here... it's pretty easy once you know what you know what does what. I've made a lot of other tweaks to my personal mods, but I made the attached one for you and anyone else who wants a mod that JUST unlocks the rifle weapons for all classes... nothing else! As for how I did it, I learned from another topic here! The lines I changed and what I changed them to are below:Weapons=(iType=eItem_AssaultRifle,ABILITIES[0]=eAbility_ShotStandard,ABILITIES[1]=eAbility_NONE,ABILITIES[2]=eAbility_Overwatch,ABILITIES[3]=eAbility_NONE,ABILITIES[4]=eAbility_NONE,ABILITIES[5]=eAbility_NONE,Properties[0]=eWP_AnyClass,Properties[1]=eWP_Heavy,Properties[2]=eWP_None,Properties[3]=eWP_None,Properties[4]=eWP_None,Properties[5]=eWP_None,iDamage=3,iEnvironmentDamage=20,iRange=27,iReactionRange=-1,iReactionAngle=200,iRadius=0,iCritical=10,iOffenseBonus=0,iSuppression=0,iSize=eItemSize_Large,iHPBonus=0,iWillBonus=0) Weapons=(iType=eItem_LaserAssaultRifle,ABILITIES[0]=eAbility_ShotStandard,ABILITIES[1]=eAbility_NONE,ABILITIES[2]=eAbility_Overwatch,ABILITIES[3]=eAbility_NONE,ABILITIES[4]=eAbility_NONE,ABILITIES[5]=eAbility_NONE,Properties[0]=eWP_AnyClass,Properties[1]=eWP_Heavy,Properties[2]=eWP_None,Properties[3]=eWP_None,Properties[4]=eWP_None,Properties[5]=eWP_None,iDamage=5,iEnvironmentDamage=125,iRange=27,iReactionRange=-1,iReactionAngle=200,iRadius=0,iCritical=10,iOffenseBonus=0,iSuppression=0,iSize=eItemSize_Large,iHPBonus=0,iWillBonus=0) Weapons=(iType=eItem_PlasmaLightRifle,ABILITIES[0]=eAbility_ShotStandard,ABILITIES[1]=eAbility_NONE,ABILITIES[2]=eAbility_NONE,ABILITIES[3]=eAbility_Overwatch,ABILITIES[4]=eAbility_NONE,ABILITIES[5]=eAbility_NONE,Properties[0]=eWP_AnyClass,Properties[1]=eWP_Heavy,Properties[2]=eWP_None,Properties[3]=eWP_None,Properties[4]=eWP_None,Properties[5]=eWP_None,iDamage=5,iEnvironmentDamage=125,iRange=27,iReactionRange=-1,iReactionAngle=360,iRadius=0,iCritical=10,iOffenseBonus=10,iSuppression=0,iSize=eItemSize_Large,iHPBonus=0,iWillBonus=0) Weapons=(iType=eItem_PlasmaAssaultRifle,ABILITIES[0]=eAbility_ShotStandard,ABILITIES[1]=eAbility_Overwatch,ABILITIES[2]=eAbility_NONE,ABILITIES[3]=eAbility_NONE,ABILITIES[4]=eAbility_NONE,ABILITIES[5]=eAbility_NONE,Properties[0]=eWP_AnyClass,Properties[1]=eWP_Heavy,Properties[2]=eWP_None,Properties[3]=eWP_None,Properties[4]=eWP_None,Properties[5]=eWP_None,iDamage=7,iEnvironmentDamage=125,iRange=27,iReactionRange=-1,iReactionAngle=200,iRadius=0,iCritical=10,iOffenseBonus=0,iSuppression=0,iSize=eItemSize_Large,iHPBonus=0,iWillBonus=0) It just seems silly to me that a soldier would LOSE their ability to fire a rifle after gaining a class! With this tweak, you can choose to give them a rifle instead of their more class-specific weapon... but they'll lose a lot of their special abilities if you do this (in other words, you're basically turning them back into "grunts with a gun", swapping specialization for versatility). Edited October 27, 2012 by banjo_oz Link to comment Share on other sites More sharing options...
OddballE8 Posted October 27, 2012 Share Posted October 27, 2012 Yeah, ive already extensively modded the game, but i never did add the anyClass bit... was a bit confused about where to add it. Thanx. Link to comment Share on other sites More sharing options...
defKAB Posted October 27, 2012 Share Posted October 27, 2012 Just like the 'Sniper' and 'Assault' Properties, the 'Heavy' Property allows all of Heavy's abilities to be used through the weapon with the 'Heavy' property. Namely, Suppression, and Bullet Swarm... Also, as Ammo Count is determined by Class (with Heavy being different than everyone else) any weapon with the 'Heavy' Property has the LMG Ammo capacity. Three regular 'shots' per clip... Link to comment Share on other sites More sharing options...
FlyingHigh10000000 Posted October 27, 2012 Share Posted October 27, 2012 Just like the 'Sniper' and 'Assault' Properties, the 'Heavy' Property allows all of Heavy's abilities to be used through the weapon with the 'Heavy' property. Namely, Suppression, and Bullet Swarm... Also, as Ammo Count is determined by Class (with Heavy being different than everyone else) any weapon with the 'Heavy' Property has the LMG Ammo capacity. Three regular 'shots' per clip... So...for a heavy to use the rifle, you have to make it so all rifles have three regular shots per magazine/charge pack? Link to comment Share on other sites More sharing options...
BanjoOz Posted October 28, 2012 Author Share Posted October 28, 2012 Just like the 'Sniper' and 'Assault' Properties, the 'Heavy' Property allows all of Heavy's abilities to be used through the weapon with the 'Heavy' property. Namely, Suppression, and Bullet Swarm... Also, as Ammo Count is determined by Class (with Heavy being different than everyone else) any weapon with the 'Heavy' Property has the LMG Ammo capacity. Three regular 'shots' per clip... So...for a heavy to use the rifle, you have to make it so all rifles have three regular shots per magazine/charge pack?Just tested it and while the Heavy does NOT get to suppress with the assault rifle with my mod (only when carrying an LMG and other heavy gun), you're right about everyone's else's assault rifles being limited to three shots. :( That's a real pain... and annoying since I am presuming it's just a bug that prevents AnyClass from working on the Heavy in the first place. Has anyone explored the unpacked UPK files enough to find out why AnyClass doesn't let them use a weapon and they NEED Heavy added to it (unlike every other class)? I'd actually be happy to just mod the Heavy to get four shots instead of three (IMO, they run out of ammo too fast anyway... if anything, they should have MORE ammo than a rifleman, not less!)... I assume this is somewhere in the Function files of XComGame.upk that specify the Heavy's restrictions? Finally... I removed the Rifles property when I added AnyClass... does anyone know if that matters? Those who did this first seem to think not, but now I'm rather wary! Link to comment Share on other sites More sharing options...
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