Asenna Steam
kirjaudu sisään
|
kieli
简体中文 (yksinkertaistettu kiina)
繁體中文 (perinteinen kiina)
日本語 (japani)
한국어 (korea)
ไทย (thai)
български (bulgaria)
Čeština (tšekki)
Dansk (tanska)
Deutsch (saksa)
English (englanti)
Español – España (espanja – Espanja)
Español – Latinoamérica (espanja – Lat. Am.)
Ελληνικά (kreikka)
Français (ranska)
Italiano (italia)
Bahasa Indonesia (indonesia)
Magyar (unkari)
Nederlands (hollanti)
Norsk (norja)
Polski (puola)
Português (portugali – Portugali)
Português – Brasil (portugali – Brasilia)
Română (romania)
Русский (venäjä)
Svenska (ruotsi)
Türkçe (turkki)
Tiếng Việt (vietnam)
Українська (ukraina)
Ilmoita käännösongelmasta
This is gonna start poorly, but let's hope it ends well. XD
Now I'mma go smack the modding tool with a hammer till either the hammer breaks or I figure it out.
I'll let ya know how it goes.
Note you need to know how to use the mod tools to do this and would need to re-export the mod
(Part 2 of 2)
You should know that the trooper spawned is not a human but an alien AI (the same as the ADVENT troopers that are enemies) so you cannot change its clothes like a human XCOM soldier. You would need to change it to a human NPC however I do not know how to define what clothing human NPC soldiers wear. Lower down in the file you can find the function CreateTemplate_PAResistenceMk1(), this was my attempt at spawning in a human resistance NPC rather than an ADVENT trooper.
You will also need to look at other files in the classes folder, specifically PAOfficer_AbilitySet.uc which defines the skill that spawns the trooper, and the file X2Effect_PASpawnTrooperMk1.uc and X2Effect_PASpawnTrooperMk2.uc . This file states which of the characters defined in X2Character_PATrooper.uc to spawn. Good luck, hope this information helps you but you will need to do some more investigation on your own to achieve what you want.