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I.E:
+Loadouts=(LoadoutName="Skirmisher",Items[0]=(Item="***WEAPON NAME***_CV"),Items[1]=(Item="wristblade"))
I have a perk that grants an acid grenade on every mission. I can launch that with the grenade launcher. However, I can't launch any of the Frag grenades I'm carrying. I wonder, is it specifically that they can't launch them from the 'grenade' slot? I will try testing it without putting a grenade in that slot, but just in a utility slot, and see what happens.
It's REALLY disappointing, because I want this mod to WORK!
Oh my, my mode does not support RPGO by default ... :-(
I'm using RPGO - is that the problem? The "Universal Soldier" class can equip it, but again am unable to launch grenades with it.
https://imgur.com/a/GXUXAws
Sorry for the delay. First, I designed FragCannon to be a common grenade launcher.
(AbilityName="launchgrenade", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)
...By the way. When I tested it, I launched a grenade without any problems! This is strange. I'll check it out.
Had a question though, for anyone in general: What needs to be changed, not necessarily in this mod, to allow me to equip this as a main weapon and the grenade launcher gauntlet? I want this as a primary weapon for just explody things, and the nade gauntlet for things like the frost grenade. But the game says I already have a nade launcher equipped when I try to equip the nade gauntlet. (Note, I am NOT talking about the actual Gauntlet with the rocket + flamer, I'm talking about the wrist-mounted grenade launcher added by another mod.)
Strange, because what's the point in a soldier who in the middle of the battle is completely without ammunition and becomes useless cannon meat?
for example in RPGO there is a universal soldier class. Add that text into that ini or make a new ini that adds that.
Asking because I WANT TWIN GRENADE LAUNCHERS.
That is all.
Check the ClassData of the Skirmisher Heavy. It should already be allowed to use Grenade Launchers, and if you have a mod that allows for them to be used as a Primary Weapon, it should work. If not, add this to the relevant ClassData.ini:
+AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="grenade_launcher")
I would think anything that works on standard Grenade Launchers would work for these. I haven't looked at the ini yet, so I don't know how these are classified.
I'm no coder mind you, so I can't make new skills, just use pre-existing ones. Might you know which skills work for the vanilla WOTC game? And is that a grenade-only slot?
lmao
It's also criminal that Firaxis never made a T3 'nade launcher...the model that InternetExploder made is so absolutely perfect. I use the original mod for the normal 'nade launcher.
Anyway, awesome mod, definitely going to give it a shot!
Oops. I did not know. If so, I'll have to edit the details below.
This weapon can not be reloaded. - In any way ....
I have designed the FragCannon so that it can not be reloaded unless there is a special situation. If you want to reload this, you will have to give your class a reload skill.
(AbilityType=(AbilityName="Reload", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)), \\
This is the only way to reload this weapon by modifying the ini file.
This is true for all .uc files, they are not actually used by the game, the SDK puts their content all into a big .u file in the Script folder(that also can not be edited directly).
The only things you can edit 'on the fly' without the extra step of going through the SDK are the ini files in Config and the localization files.
Simple. modify the UC file of this mod.
Inside X2Item_Primarylauncher.uc is the code for the FragCannon item. You just paste the following code into each item.
Template.Abilities.AddItem('Reload');