XCOM 2
Rifleman Class [Old, Unsupported]
217 Comments
RJ Dork Bard 2 Sep, 2017 @ 5:05am 
my fav class too really hoping you make it wotc friendly as i like two of these guys on everymission.
Richard  [author] 20 Jul, 2017 @ 4:18pm 
@RavenSkyless I am cosndiering it but it will likely be as part of a Class Pack that is vanilla friendly.
RavenSkyless 20 Jul, 2017 @ 4:10pm 
Just like to say this is my favorite class to use for the game. I really appreciate your work. I hope you update it for War of the Chosen.
Richard  [author] 15 Jul, 2017 @ 1:35am 
Richard  [author] 15 Jul, 2017 @ 1:34am 
The newest version of the Rifleman can be found in the Longwar Perk Pack; I will provide a non-Longwar Perk Pack version of this Rifleman when the War of the Chosen update comes out but it will come as a class pack (you will be able to pick and choose what ones you don't want). I'm not sure if I have enough perks for it though, although if I can fill 3 trees I'm sure I can do it.
LeonBrown001 14 Jul, 2017 @ 11:07am 
new version when update comes out please
numberyellow 14 Jul, 2017 @ 6:16am 
I'd love to have this available for my next playthrough.
Richard  [author] 13 Jul, 2017 @ 4:36pm 
Okay I'll leave them up then, I might change the names though so people know they are old.
Cornbread 13 Jul, 2017 @ 2:17pm 
I'm still using it, just coming back for a short play through. My semester starts on the day War of the Chosen releases and nursing school takes 110% of my life once the semester kicks off, so I won't likely get to play it until the holidays. Thanks for the mod, it's been a go to for me every play through.
Richard  [author] 13 Jul, 2017 @ 6:16am 
Is anyone still using this? I am considering deleting it when War of the Chosen comes out. I will make a new version if there is enough request but it will be a class pack (its easier for me to maange and you can just unselect which ones you don't want)
Spotter 8 Aug, 2016 @ 5:18am 
Me neither, Richard. I mod them, out of vanilla ;) :steammocking:
Badger 8 Aug, 2016 @ 1:51am 
I have had them disabled for ages now. I have about 15 modded classes though xD
Richard  [author] 8 Aug, 2016 @ 1:49am 
I dont tend to use the vanilla 4.
Spotter 8 Aug, 2016 @ 1:20am 
Richard, how about allowing Rangers to carry pistols instead of shotgun/rifle too? Might need to make a special limited ammo sawed off sidearm? Or maybe naw.
Richard  [author] 8 Aug, 2016 @ 12:37am 
When I get some free time I want to combine all my classes into a seperate mod as a LW adaptation (without taking their base classes, removing their PCS's but keeping their perks, 3rd tree and extra rank)
dmc32 7 Aug, 2016 @ 7:54pm 
RIchard, like your soldier class use it quite a bit and I like it as it is. With the new enemies its good. Any updates for the LW perk pack coming up.
Spotter 7 Aug, 2016 @ 4:23pm 
At colonel level, and with Overkill, this mod is almost OP... almost. :steamhappy:
Richard  [author] 17 Jul, 2016 @ 11:15am 
I don't declare any variables because I never create an "INI" config file for the class. I just manually set numbers myself within the code.
As for the difference between "Hip Fire" and "AddSprintAbility" I am unsure. They are both activatable abilities. I think it migh thave something to do with when the abilities is listed like some use X2 Template where as others seem to identify themselves as a template. Like I said before my code is somewhat messy, I've had to improvise with what other people have been doing and what the Xcom 2 vanilla abilities do to come to my own conclusion on how to make my skills. The main thing is that they work, mostly xD although I guess why is the more important reason is why.
Badger 15 Jul, 2016 @ 6:26am 
Also, I cant find where you declare your variables which i see in step 3 of that guide linked in my last comment
Badger 15 Jul, 2016 @ 5:33am 
Im using the ini files from the Rifleman mod in addition to https://imgur.com/a/ia0EX#poxUgmn and i have come across this in RiflemanAbilitySet.uc:

Templates.AddItem(HipFire());
Templates.AddItem(AddSprintAbility());

From the files. The imgur post also says to have Add...Ability around the word but for the rifleman mod only two of them has it. I thought it would be abilities instead of increased stats but there are some activatable abilities with Add...Ability and some without such as seen above.

What is the purpose of putting Add...Ability around the ability name?
Richard  [author] 12 Jul, 2016 @ 3:21pm 
DLC Yes. LW Perk Pack No.
RebirthOfJack 12 Jul, 2016 @ 1:39pm 
Hey richard, is this compatible with the new dlc + the long war perk mod?
Richard  [author] 12 Jul, 2016 @ 12:19pm 
2 different things, that INI file you found for example was an attempt to make GTS skill cost 200 supplies in Legend (like how it should) but I couldn't get it to work, it's dead code.
For GTS skills to work you need to create the skill + 2 additional UC files in the SRC folder, open up the rifleman ability set uc file and search for "Fire Support" or more likely "FireSupport" if I named it like that to see how the GTS skill is different to a normal skill. I would advise you look at my "Spy" class as that is the latest (and neatest) one I made but bare in mind that is a pistol specialist so some skills have quickdraw applied to them in the code.
Badger 12 Jul, 2016 @ 10:24am 
Thank you for the directions, this has been very helpful. I noticed
[FireSupportUnlock_Diff_3 X2SoldierAbilityUnlockTemplate]
+Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=200)) ;Cant get this to work :(
and later found this file: X2StrategyElement_AcademyUnlocksRifleman
I am under the impression that these are for the GTS upgrade for the rifleman, I am curious as to what wasnt working as you seem to get it working in the second file, or are they for different things?

Badger 12 Jul, 2016 @ 9:39am 
At the very least for me, your number is 619043519, found in 268500
Badger 11 Jul, 2016 @ 1:17pm 
Awesome, thanks man, ill report progress (and your file number) tomorrow :D
Richard  [author] 11 Jul, 2016 @ 12:19pm 
In short you need to open up these files to see how (non-gts) skills work:
XComClassData.ini in config
XComGame.int in localization
X2Ability_(Class)AbilitySet.UC in the SRC folders
Feel free to take any code from any of my mods, its messy though.
Richard  [author] 11 Jul, 2016 @ 12:17pm 
Once a skill is defined in X2Ability_(yourclass)AbilitySet, check Localization and open up XComGame (this is for my mod) you can see there that the skill steady has to be defined in that INT file for it to be used in the game.
The last thing you need to do is go to the config of your class and open up the ini file XComClassData and write where the ability is going in the tree.
Please note that you can give the ability a clean name in the INT file but for code reference you will want to give it something unique to avoid conflicts with other classes.
Example: Skill is called "Drop and Roll" you would refer to it as DropRoll in the UC/INT/INI code section.
Richard  [author] 11 Jul, 2016 @ 12:12pm 
+10 Aim for 1 turn; Subscribed to my mod and find it in your steam workshop folder (where steam workshop mods get put when subscribed to). The folders are all numbered like 0323254 etc so it might take you a while to find the one for rifleman (idk what the number is). Go into the SRC folder > Rifleman > Classes and open up X2Ability_RiflemanAbilitySet. In there you can find "Steady" which gives +10 aim for one turn. You will see the raw code for it there. You need to copy that into your own UC file fo ryour class eg X2Ability_(yourclass)AbilitySet and follow the sort of setup that my one has.
Badger 11 Jul, 2016 @ 11:28am 
Further clarification, the abilities buff the squad, sacrificing personal firepower. The powers are like, grants +10 aim for a turn, grant +2 move for a turn, hunker down activates overwatch for 1 turn, where each abiltiy ends the soldiers turn and can only be used once per game.
Badger 11 Jul, 2016 @ 11:25am 
Yeah im already up to step 10 but I quickly realised that it meant abilities already existing in the game, and not how to make it with your own abilities. I have already got a relatively in depth idea of what each ability will do scribbled on a notepad along with other mod ideas. I decided a class mod would be a good introduction for me.

Just to clarify, I am trying to discover how to make new abilities, such as those found in your mod :)
Richard  [author] 11 Jul, 2016 @ 10:01am 
Download the mod tools and start with this guide; http://imgur.com/a/5NRRW
Try and keep it basic at first, stick to vanilla abiltiies for now and try to think about how your class is going to make the game different from the 4 that already exist. I would advise sticking to 1 secondary weapon and limiting the amount of primary weapons the class has.
Just keep it as simple as you can at first, if you have alien hunters the guide is out of date. To Test your mod I would advise "Building" the solution then launching xcom 2 through steam rather than trying to launch the test play through the mod editor (as it conflicts with other mods). You will have to re-build your mod every time you change it. Don't worry about getting it on steam just yet. If you need further assistance feel free to ask. I am no expert though.
Badger 11 Jul, 2016 @ 3:50am 
I have been looking through forums and reddit to see advice towards making class mods and im looking to build a class with a complete set of new abilities, and i saw a post advising people to take a "Take it apart" and look at the guide, however i dont know how to do either. Where is this guide and how do i look at the files of someone elses mod?
Richard  [author] 3 Jul, 2016 @ 11:44am 
It has evolved into a cross between the assault and support classes from the first game. Minus the shotgun.
PerfectKid 3 Jul, 2016 @ 10:44am 
this sounds like the assault class from the first game
Richard  [author] 30 Jun, 2016 @ 11:14am 
Well Shens Gift is out. I'll play it over the weekend and see what its broke. I'll have a look into updates/fixes/balances and stuff too.
Nubsauce 22 Jun, 2016 @ 9:43am 
@marshmallow justice How horrible! I dont want to wait for all of my mods to be updated T_T
marshmallow justice 19 Jun, 2016 @ 1:00pm 
I can't wait for the 3rd DLC to come out and render the game unplayable until all the mods work again :^)

(but really, MEC's!!!!)
Richard  [author] 19 Jun, 2016 @ 12:59pm 
I've mostly been waiting for the LW Studios "Skill/Class Pack" Thing and the 3rd/final dlc from firaxis before I do anything. That and I over played the game a lot when it came out.
marshmallow justice 19 Jun, 2016 @ 12:54pm 
It's up to you, I'm OK with it being 2. Was just putting the idea out there if you ever have the time :steamhappy:
Richard  [author] 19 Jun, 2016 @ 12:53pm 
erm.... idk if you have to recompile it. I could make ini files for my classes but ive never done it before so you might have to bare with me. It doesnt look too hard to do from what I've seen.
marshmallow justice 19 Jun, 2016 @ 11:59am 
Well, yes, I guess. Unless (god the triple rhyme) I can change it in src files too?
Richard  [author] 19 Jun, 2016 @ 10:35am 
So what your saying is that you want an INI file?
marshmallow justice 19 Jun, 2016 @ 1:28am 
Is it possible to allow us to customize Sprint's cooldown, and Tactical Sense's defense/hp bonuses? There's no Sprinter ability in the game and this is the closest, but it's limited with a cooldown so not really a passive, but if I can change it to 0 cooldown then it's kinda like that.
Dreyfus0414 13 Jun, 2016 @ 4:43pm 
Thanks
Richard  [author] 13 Jun, 2016 @ 2:22am 
It should do although I'm not 100%. If you steady you get +10 Aim until the start of your next turn. It's hard to check if you have +10 aim during the aliens turn. In any case there is still the overwatch "penalty" at play if you dont have warden or concealment.
Dreyfus0414 12 Jun, 2016 @ 5:17pm 
Does steady affect overwatch?
Aneurysm 24 May, 2016 @ 5:28pm 
Is there any way to mod what weapons this class can use?