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You forgot a line in the Carry script block
// Carry Unit free
CurrentAbility = AllAbilities.FindAbilityTemplate('CarryUnit');
CurrentAbility.AbilityCosts.Length = 0;
ActionPointCost = new class'X2AbilityCost_ActionPoints'; <<<---- THIS IS WHAT YOU MISSED
ActionPointCost.iNumPoints = default.PICKUP_ACTION_POINTS;
ActionPointCost.bConsumeAllPoints = default.PICKUP_ENDS_TURN;
ActionPointCost.bFreeCost = default.PICKUP_TOTALLY_FREE;
CurrentAbility.AbilityCosts.AddItem(ActionPointCost);
CurrentAbility.ConcealmentRule = eConceal_Always;
Because you forgot to declare ActionPointCost anew for Carry, it was reusing the one for Drop (further up in the code) and overriding its values.
I rebuilt the mod just adding that one line, and it works! I can make Carry cost 1 AP while Drop costs 0 AP.
It seems like Drop uses the same "_IS_TOTALLY_FREE" behaviour as in PICKUP_TOTALLY_FREE, ignoring or overriding DROP_TOTALLY_FREE.
Why, I do not know - looking at your source code, the variable called is the correct one.
To confirm this: try the same settings as what you had, but with
DROP_TOTALLY_FREE = true
PICKUP_TOTALLY_FREE = false
and you will see that dropping costs 1 AP when it should cost 0, and that similarly
DROP_TOTALLY_FREE = false
PICKUP_TOTALLY_FREE = true
costs 0 AP when it should cost 1.
Again, no idea why this should happen from a look at your code, but it does happen. Can you confirm it?
; Mod default is 0 AP
DROP_ACTION_POINTS = 1; 0-2. Actions required for ability to be available to use, but not necessarily it's cost if you flag TOTALLY_FREE on. But it is usually its cost.
PICKUP_ACTION_POINTS = 1;
SUBDUE_ACTION_POINTS = 1;
; Mod default does not end the turn (False).
DROP_ENDS_TURN = false; True or false, default in this mod is false. Put to true to end the turn like regular XCOM. We dont want the turn to end.
PICKUP_ENDS_TURN = false;
SUBDUE_ENDS_TURN = false;
; Mod default is the ability does not cost it's required AP. (true)
DROP_TOTALLY_FREE = true; AP will be required if specified, but will not be consumed. 0 AP and TOTALLY FREE behaves like EVAC and is available after a soldier has nothing left to do.
PICKUP_TOTALLY_FREE = true;
SUBDUE_TOTALLY_FREE = true;
I'd liek you to test:
DROP_ACTION_POINTS = 1
DROP_TOTALLY_FREE = true
DROP_ENDS_TURN = false
and see if it really costs no AP to use (while still being avaliable only when the soldier has AP left; NOT like Evac, but like the throwing axe).
; AP 1 / Ends turn No / Not totally free makes it usable once per action the soldier has until he has none left.
If you want it to be vanilla, you need to make totally free false. It will then expend that AP point. If it is your last point, it will end your turn unless you have an ability that costs 0 (like Evac). If you put ends turn true, it will ALWAYS end your turn regardless of cost.
I will test if you want. What Carry Drop Subdue do you want exactly?
I want it to act like, in your own words:
"AP 1 / Ends turn No / Totally Free makes it usable infinitely until your soldier has no Actions left from something else like move/fire."
So I want Drop to act like vanilla Carry. That should be done by:
DROP_ACTION_POINTS = 1
DROP_TOTALLY_FREE = true
DROP_ENDS_TURN = false
and yet, it keeps on costing 1 AP. Doing the previous settings but for Carry works though, so I don't know what's going on.
Can you confirm if at least you can get Drop to work like this in your own installation?
My desired behaviour is AP 1 / Ends turn No / Totally Free , but still it costs 1 AP in-game.
I've tested this using only this mod and no other, and that one setting still doesn't work, even though I've looked at the code myself and it definitely should.
Does it work for you, or anyone else?
I don't think I explained it very well, but basically no permutation of the TOTALLY_FREE (=true/false) and ACTION_POINTS (=1/0) settings allows a change to just one ability, it seems to only result in both Carry and Drop being either 0AP and always available, or 1AP non-turn ending, never 0AP but requiring spare AP or the abilities having different parameters. I didn't check Subdue, it might be in a similar state but I can't say for sure. Thanks for coming back to this one, I can see it's been a while.
[FreeCarryDropSubdueWOTC.X2DownloadableContentInfo_FreeCarryDropSubdueWOTC]
DROP_TOTALLY_FREE = true ; Put these to true to enable even if you have no actions left, just like EVAC. Requires the cost to be 0.
PICKUP_TOTALLY_FREE = false ; Put these to true to enable even if you have no actions left, just like EVAC. Requires the cost to be 0.
SUBDUE_TOTALLY_FREE = false ; Put these to true to enable even if you have no actions left, just like EVAC. Requires the cost to be 0.
DROP_ACTION_POINTS = 0; 0 or 1 only.
PICKUP_ACTION_POINTS = 0; 0 or 1 only.
SUBDUE_ACTION_POINTS = 1; 0 or 1 only.
SUBDUE_BREAKS_CONCEALMENT = false; This is personal preference. False makes it possible to have perfect concealment missions from A to Z, true makes it the aliens activate once you get to the VIP.
And yet, the game behaves as if PICKUP_TOTALLY_FREE = true.
2. Make Drop also be doable when the soldier has 0 AP remaining (like Evaccing).
I can make both Drop and Carry be doable even if the soldier has 0 AP remaining, but I can't manage to make only one of them like that.
Did it work out for you? I am having the exact problem.