Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
It should be a quick Copypaste of the console command ID for the item correct?
I'm using Ultimate Workshop and some other mods so your ammo is the ONLY thing I can't manually build without getting tons of other ammo types I don't want.
If they only worked on organics that'd be one thing, but right now they're like an "I Win Button" especially on the Fury since it can fire so many times.
Thanks again, Buny.
;+AmmoTemplateNames = GrimyNeedleRounds work?
Since these "old Firaxis images" weren't properly calibrated to match with the other Ammo Defaults, i've decided to fix each flaws by creating a proper UPK file for them. Sooooo, check our Nexus PM development thread to get that asset.
Love the mod, however having easy reference for the stats of the rounds would be very helpful.
it's ok i'll start another campaign ^^, i lost count anyway
@mutant, try this mod out, and see, if it helps you.
See xcom often works on a deck system, if you add this to an ongoing campaign, your loot deck is probably full of vanilla ammo types.
i'd like to know if there is anything special to do to make them pop up, or if it could be a conflict of some kind that prevents those from coming out.
Looks like the same stats, they probably asked permission for my code at some point, I said yes and just forgot.
I actually don't know, lmk if they are.
Basically yeah, unless they have 200 dodge or something. In which case 100 dodge penetration reduces that to 100
so, you realize an override like that, even if it compiled, wouldn't affect dragon rounds right?
Since dragonrounds reference the X2StatusEffects class, not the X2StatusEffects_JFB
You should really look into the ambientnarrative hook:
http://forums.nexusmods.com/index.php?/topic/3839560-template-modification-without-screenlisteners/
http://pastebin.com/Ysaw0YLz
you can't edit the original .uc files without a highlander mod.
You need to override them or hook into them.
for example:
IncendiaryTemplate = ItemManager.FindItemTemplate('IncendiaryRounds');
IncendiaryTemplate.TargetEffects[0].ApplyChance = 50;
you'd do that, but you'd put it inside some sort of hook. Like an ambientnarrative hook.
static function X2Effect_Burning CreateBurningStatusEffect(int DamagePerTick, int DamageSpreadPerTick)
Right below eDupe_Refresh
pastebin your code to me