Yzaxtol Posted March 11, 2013 Share Posted March 11, 2013 Does anyone know where this code is in the UPK, it's an Impossible+ Second Wave option which I would like to enable by default for my mod. And obviously re-balance the price of building the items to show that they can be lost. I haven't got the foggiest idea on how to go about it, alot of people talk about following the code and stuff, but I have no idea :( Link to comment Share on other sites More sharing options...
Amineri Posted March 11, 2013 Share Posted March 11, 2013 The function call: (XComGameReplicationInfo(class'Engine'.static.GetCurrentWorldInfo().GRI).m_kGameCore.IsOptionEnabled(4))) checks to (I believe) see if "Red Fog" Second Wave option is enabled. I'm not sure what the "lose item" one is, but you might search on that string (minus the 4 part) across all files and see if anything interesting pops up FYI, to search all files in Notepad++ is CTRL-SHIFT-F ... sooo useful Link to comment Share on other sites More sharing options...
johnnylump Posted March 11, 2013 Share Posted March 11, 2013 This list from XComGame.upk, Class XGGameData enum EGameplayOption{ eGO_RandomDamage,0 eGO_RandomFunding,1 eGO_RandomRookieStats,2 eGO_RandomStatProgression,3 eGO_WoundsAffectStats,4 eGO_CritOnFlank,5 eGO_InterrogateForPsi,6 eGO_Marathon,7 eGO_PanicAffectsFunding,8 eGO_VariableAbductionRewards,9 eGO_EscalatingSatelliteCosts,10 eGO_UltraRarePsionics,11 eGO_DecliningFunding,12 eGO_DegradingElerium,13 eGO_LoseGearOnDeath,14 eGO_MorePower,15 eGO_MAX}; (I added the numbers): It looks like it's option 14 Link to comment Share on other sites More sharing options...
Yzaxtol Posted March 11, 2013 Author Share Posted March 11, 2013 Cheers dude :biggrin: Link to comment Share on other sites More sharing options...
Yzaxtol Posted March 11, 2013 Author Share Posted March 11, 2013 (edited) XcomStrategyGame XGFacility_Barracks { // End:0x457 Loop:False if(kSoldier.m_bMIA || (IsOptionEnabled(14))) { STORAGE().RemoveLoadout(kSoldier); } // End:0x480 else { STORAGE().ReleaseLoadout(kSoldier); } } Now I think i can force it to RemoveLoadout always by copying Storage().RemoveLoadout(kSoldier) code and place it in the else section. Edited March 11, 2013 by Yzaxtol Link to comment Share on other sites More sharing options...
Amineri Posted March 11, 2013 Share Posted March 11, 2013 (edited) Might need to be careful ... you'll get to the second statement if the soldier isn't MIA, also. I think the result of copying RemoveLoadout to the "else" will be to ALWAYS lose your gear regardless of whether the soldier is MIA or not. I think what you want to do is to change the conditional to be simply ... if(kSoldier.m_bMIA) That said, an option that always removes Alien Grenades (making them consumable) would be fun. Edited March 11, 2013 by Amineri Link to comment Share on other sites More sharing options...
Yzaxtol Posted March 11, 2013 Author Share Posted March 11, 2013 (edited) MIA means that you left the Soldier behind went you retreated. I've done that before and it removes the gear they had on them as you left him and it for the aliens. Edited March 11, 2013 by Yzaxtol Link to comment Share on other sites More sharing options...
Yzaxtol Posted March 11, 2013 Author Share Posted March 11, 2013 (edited) Yay I managed it. Now I don't think it's actually a good diea. Remove loadout off ALL dead guys 1B B3 22 00 00 00 00 00 00 00 3D 28 00 00 16 06 80 04 19 1B 23 27 00 00 00 00 00 00 16 13 00 00 00 00 00 00 1B 9D 22 To 1B B3 22 00 00 00 00 00 00 00 3D 28 00 00 16 06 80 04 19 1B 23 27 00 00 00 00 00 00 16 13 00 00 00 00 00 00 1B B3 22 Edited March 11, 2013 by Yzaxtol Link to comment Share on other sites More sharing options...
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