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Feelx234

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  1. A quick search gave me the following: The standard reload function does not check for abilities that might grant free reloads as can be seen in X2Ability_DefaultAbilitySet.uc // check for free reload upgrade bFreeReload = false; WeaponUpgrades = WeaponState.GetMyWeaponUpgradeTemplates(); for (i = 0; i < WeaponUpgrades.Length; ++i) { if (WeaponUpgrades[i].FreeReloadCostFn != none && WeaponUpgrades[i].FreeReloadCostFn(WeaponUpgrades[i], AbilityState, UnitState)) { bFreeReload = true; break; } } if (!bFreeReload) AbilityState.GetMyTemplate().ApplyCost(AbilityContext, AbilityState, UnitState, NewWeaponState, NewGameState); // refill the weapon's ammo NewWeaponState.Ammo = NewWeaponState.GetClipSize(); So as far as i know there are three ways you could do it Replace the Reload Ability Template with a complete new Template (not recommended) Override the class 'X2AbilityCost_ActionPoints' to check whether a certain ability is present (not recommended) Change the TemplateAbilityCost to a custom ability cost (okay) Change the reload abilities BuildNewGameStateFn to account for free reloads granted via custom abilities (okay)
  2. Hallo there, I'd like to handle keyboard input for my mod "Nice Dropship (De) Briefing". Unfortunately I have only found this entry on keyboard inputs: https://forums.nexusmods.com/index.php?/topic/3840700-handling-keyboard-input-from-uiscreenlistener-extension/?hl=%2Bkeyboard&do=findComment&comment=34962335 which is pretty vague when it comes to how to actually do things. (Create Dummy class derived from UIScreen & use OnUnrealCommand???) So how are keyboard presses handled in XCom 2 and how could a mod do stuff on keyboard press?
  3. Those files that you listed can't be all of them: e.g. X2AbilityToHitCalc was also updated as it now includes the thing that a 100% shot can't be a graze shot
  4. Hey guys, I'd love implement something like additional features if another mod ist installed. So far it seemed that the topic was primary adressed for making a mod a hard prequisite How would that work? As far as I see it, problems are: I can't just copy the code into my mod because it would then probably arise naming problems (Haven't really checked it though). But I also can not use the classes in my mod because the compiler won't do it's job when it simply does not find the classes. In C++ I'd just need the headers of the files (kind of) is there a way to define Header like files in UnrealScript? The native keyword does (kind of) a job allowing the function to be implemented elsewhere but whether that's going to work leaves me guessing. If I make any progress on that topic I'll try to update this entry. But nevertheless somebody already had some experience feel free to share.
  5. I am currently working on improving the information Displayed During the DropShip Briefing Mission End. Its almost complete so that I throw it out in the world. But I want to give the Mission some sort of Luck Grade for which I am missing nice Categories. They should scale from -x to +x. I'd like to have something like x=5. (-x=Super Mega Unlucky, +x: Unbelievable lucky) Down there are some example categories. -5: Trip through Hell (...) -2: Forgot to pray to RNG god -1: Bad Day 0: Common Mission 1: Casual Lucker (...) 5: Fairytale Nothing of those are fixed yet so just spam away!
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