XCOM 2
[Vanilla] RPKn
25 Comments
Maximum Broly! 29 Jan, 2018 @ 7:59am 
WOTC version please?
∑3245  [author] 18 Aug, 2017 @ 7:12pm 
Dear everyone,

I'm sorry to say this, but I probably won't update my weapon mods since my work on the inevitable weapon megapack is nearly complete. However, this statement might change later in the future if I decide that progress on the weapon megapack is going nowhere.

Sorry for the inconvenience...
∑3245  [author] 8 Sep, 2016 @ 10:22am 
@Gunfingers
You should see the weapon category in the XCOMClassData.ini.

I did this specifically so that other classes should have the weapon, since back then people wanted the M60 for soldiers as well, and I wasn't about to create several templates for other classes and other mods classes.
Gunfingers 8 Sep, 2016 @ 10:11am 
If I understand the problem correctly it's that you set the weaponCat as the weapon's name instead of 'rifle' or 'cannon'. If you do that it will should work with custom classes and abilities specific to those weapon categories.
∑3245  [author] 28 Aug, 2016 @ 9:14am 
@mick
The classdata.ini was intended only for the vanilla classes. You gotta manually add the new classes in the ini. Find out what the template name is from the class mod (maybe from the scripts itself, or XCOMGame.int), then add them to the XComClassData.ini:

[ClassName X2SoldierClassTemplate]
+AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="Stoy79Cat_RPKn")
mick 28 Aug, 2016 @ 4:06am 
I'm sure I'm doing something wrong - but I can't use this gun. I am guessing it has something to do with the xcomclassdata.ini not recognising the classes added by long war - none of your other guns have this problem.... Again I've tried a bunch of things without knowing what I am doing, but it sits in the menu for all my classes greyed out "not available."

From what I could tell none of your other guns had that same file - so I couldn't even just copy it across....

Despite years of gaming and using mods, xcom 2 mods make me feel like I've never even heard of what a mod is....

Thanks for all your work, and any tips you can give would be greatly appreciated ( I know I'm a regular with having troubles though...)

Baka Racker 26 Aug, 2016 @ 6:42pm 
Is it possible to restrict this (via the ini) to only specific classes, i.e. custom classes?
malorrr 30 Jul, 2016 @ 9:13pm 
oi:steamsalty:
Arkan 22 Jul, 2016 @ 4:55pm 
Amazing! :Firebomb:
∑3245  [author] 16 Jul, 2016 @ 11:59pm 
@BrownCoatGarrus
It's pretty much the same as the AK47, it's just that I forgot to include it in the description.
CV33 Games 16 Jul, 2016 @ 10:25pm 
Quick question, What do I need to add to the ini for a custom class so they may equip this? I know I had to do this for the other AKs you made, but I don't see it noted anywhere for this one.
Hydrorox 10 Jul, 2016 @ 10:02pm 
thanks for the fast replay.
∑3245  [author] 10 Jul, 2016 @ 9:44pm 
@Hydrorox
No, I mean that you would have to export the soldiers animations and make them fit to use the staff if you don't want to make it look weird (holding it like a rifle). The only way I could see it work is if it's a sword, but who knows.
Hydrorox 10 Jul, 2016 @ 9:38pm 
not so much, as it use the same AMIN tree. ( maybe the placment of the hands is a bit off )
I remmber one of the DEVs saying even the aliens share an animation tree in case of the archon only the hands.

will Loudout_Archon give the staff to the soldier ?
∑3245  [author] 10 Jul, 2016 @ 10:21am 
@Hydrorox
I think that would require custom animations for the soldiers, since they never get to use the staff.
Hydrorox 10 Jul, 2016 @ 2:45am 
@E3245

willl you consider to add the Archon staff as a useable weapon?
∑3245  [author] 9 Jul, 2016 @ 5:53pm 
@iceycat25
I've gotta find a good model before I can finally port it. If you want to port your own weapons, check out my tutorial here: https://docs.google.com/document/d/1j3sG2NUAmKj4BgJA9yLYk-i7ZfflXkcamVvgscNzkZk/edit?usp=sharing
iceycat25 9 Jul, 2016 @ 2:47pm 
Nice addition subbed. Any chance you can add an MP5 SMG model? I'd do it myself if I could figure out how lol but I can't. Thanks for adding in these great weapons, absolutely love them for realism!
7000¥EARS 7 Jul, 2016 @ 5:55pm 
@E3245
I absolutely love you, lad. I've been wanting an RPK for this game for the longest time. Good work, and thank you.
∑3245  [author] 7 Jul, 2016 @ 2:02pm 
@Paddon
I wanted to use the EKP, but I found out that it doesn't fit on the RPKn's side rail. It would look really strange. That's why I use the 1PN34, since the rail was built for nightvision scopes.
Paddon 7 Jul, 2016 @ 1:53pm 
Can't wait to use this, but am I crazy for thinking the scope is a little... sniper-ish?
Oh Deer 7 Jul, 2016 @ 4:32am 
Most excellent, thanks for porting stuff like this mate!
∑3245  [author] 7 Jul, 2016 @ 12:35am 
Whoops, let me fix that real quick.
Musashi 7 Jul, 2016 @ 12:34am 
There is a copy pasta typo:
"-You can apply camo and custom colors to the *M16A4*."
∑3245  [author] 7 Jul, 2016 @ 12:19am 
I'll fix the shine on the stock/handguard if it become a nuisance. I'm not sure why it does that, I clamped the values to make sure that it doesn't go to complete white.