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I don't want to be a bother but I have another question. I have a class built around mobility and flanking, sort of like the Scout from the first game, and I've had them start with 'Hit and Run'. My feeling is that it has made them overpowered in the early game, so I'm thinking about borrowing another skill and have them start with 'Reposition', with the possibility of upgrading to 'Hit and Run'. Do you know how those two would play together? It wouldn't really work as I intend if the Soldier ends up able to shoot AND move an extra time when flanking.
If you go to the mod folder and look at the XComGame.int file in the Loc folder, you can see the names and descriptions of all the abilities. Maybe there is an independent version there.
I'm not very good with scripting so I'm having a hard time understanding how that happened, so I figured I'm better off asking here. Is the Emergency Aid ability scripted to provide the second stage of Medical Specialist or how did this happen?
I think you can set the Non-Combatant damage penalty to 0 in the config files, but you wouldn't get the cool Medivac perk or the other changes mentioned in the redesign. Sorry!
One day I might actually learn how to mod properly.
So Free +1 and Bonus +1 will result in 1 if no medkit is equipped and 3 if one is (1 free, 1 from item, and 1 bonus from having the item equipped)
MED_III_FREE_MEDKITS
MED_III_EQUIPPED_MEDKITS_BONUS
MED_III_MEDKIT_HEAL_BONUS
Equipped is self explanatory. Is Free for if you don't equip a medkit? Heal Bonus is extra HP per heal?
This mod also relies on some stuff from LW2/CommunityHighlander so you also have to add some files to ModBuddy's build library so that the compiler knows they exist to build against (see this )
Still leaves me with the problem of it not triggering Lv 2 down the middle or right branches, but I can either just deal with it or restructure my tree and put those three back along the Corporal branch.
I've spent so many days trying to get this to work I'm about sick of it! Thanks so much for your help! =)
OMG I was doing some harcore .uc text butchering for hours last night and wondering why I wasn't getting a different result! I don't even understand the language, just maaaaaayyyyyybe recognise little snippets of code and guess with changes. UGH!
Thanks for telling me about that or I'd still be banging my head against the wall!
I'm just going to have some trouble with Lv 2 of the Medical Specialist as my Corporal level now has:
Quality of Care
Rapid Fire
Ever Vigilant
I read in the code something about bypassing the stabilise for Restorative Mist? Does that code work? It's a pain in the ass having to stabilise everyone who's bleeding out before using that perk. Kind of feels like you're trying to run with your legs cut off!
OMG seriously? The .uc can't be text edited? LOLz! That's likely what's been causing all my issues then! Oh bugger, that's going to cause issues with my redistribution of the perks then isn't it. Oh bollocks! Is it possible to load a single .uc file, edit, then compile? Or does it have to be park of a complete class mod?
// Grants Medical Specialist level 2
Template.AdditionalAbilities.AddItem('LW2_APA_MedicalSpecialist2');
Template.AdditionalAbilities.AddItem('LW2_APA_MedkitRevive');
Rather than adding MedSpecialist2 which then did its thing and ALSO added Revive, I had to add them both from the first level ability. That one specific function was the part that didnt seem to work when nested, but everything else did. That shouldn't be interfereing in any way with .ini edits or even code edits. I left that part in there commented out so I wouldn't forget and try it again later somewhere else.
I went deep on butchering the code in the .uc after I found the .ini var edits weren't working. I'll resub and try again.
I actually copied your code into an offline mod, disabled your online version and enabled the offline version with .ini edits. I thought that there might've been a conflict with the offline files incorrectly referencing the online files even though they weren't enabled - so I changed vars in both. No matter what I change them to though I don't get a result other than 2 on the revival icon. Mind you, I didn't test it to see if it was literally two charges available.
I didn't touch the medkit charges values though - that may be the issue.
I was thrown by your code in the .uc because for Lv II the code states that nested code wouldn't work, but then the code existed in Lv II.
The highlander is required for some of the skills to function that reduce healing time post mission.
I just tested the .ini variables and they work as expected. Putting 2 & 3 charges resulted in 5 charges total.
The revive skill shares charges with regular medkit abilities, so to be able to use them all, you need to equip a medkit or increase the free medkit charges as well. When you were testing did the number of charges on the revive ability update, you just weren't able to use more than 2? If so, that might be your issue, especially if you were doing some testing where you aren't typically bothing with normal loadouts. By default the class gets 2 free medkits to match the 2 free revives.
If the charges weren't updating at all, there may be something wrong with your config file. Try refreshing it by un- and re-subbing. Let me know how it goes.
Love the mod mate. It's really helped me to complete my own first soldier class mods. I'm stuck on one last little issue though! No matter what I do I can't get more than 2 revivals on a fully speced out soldier. I've changed the values of the vars in the XComLW2_APA_SoldierSkills.ini to no avail.
I had a look through the coding in the X2Ability_LW2_APA_MedicAbilitySet.uc file and I can see you had a little trouble coding the revives. Does the line Template.AdditionalAbilities.AddItem('LW2_APA_MedkitRevive'); embedded in the perk function declarations ultimately overwrite itself and not refer to any of the vars set in the .ini?
I would just really like to have one revival at Squaddie, 3 at Stage II and 5 at Stage III. or maybe 2 @ Stage II & 3 @ Stage III.
Would greatly appreciate your help!
I'm still trying to wrap my head around the new code base, but I'm expecting that I will still need the hooks from the Community Highlander and were going to need a new promotion UI to replace the LWPP, so a few other things need to be created or updated before I can update everything for WotC. I'm currently working on taking care of the Arc-Thrower (will also need the highlander updated).
I'm not sure what's going to happen for non-WotC. On the one hand, that update is almost complete for this class... I don't plan on maintaining multiple versions going forward, but I may try to finish that up and release it also, but no promises...