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Find the class you want and there should be a line
AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="XXX")
aswell as
AllowedWeapons=(SlotType=eInvSlot_SecondaryWeapon, WeaponType="XXX")
XXX being the respective weapon of that class
To add another weapon just add another line with
AllowedWeapons=(SoltType=eInvSlot_PrimaryWeapon, "name of the weapon you want")
As an example if you want to add the vektor rifle to a class tpye
AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="vektor_rifle")
Hope it helps
So, any helpful modders want to indicate how to force the schematics to appear from the start of the game?
Can't even make these weapons appear in the inventory with console commands, it seems.
I just want to use the new shiny toys ;-;
I'll admit I'm kind of stumped. Whatever custom code is controlling the SPARK/Faction weapons must be locked to certain events. I hate having to recreate an entire new "clone" of the weapon to use it somewhere else, but we might be stuck with that.
Anyone have any other ideas where to look for the lock?
I'd very much love to know where animations, weapon unlocks and such are handled, myself.
That's for my Skirmisher Rookie. This mod is still a work in progress, however, and may never work at all, so I've not tested this extensively. I can't guarantee that that'll work for everyone. If it doesn't, tweaking the current GameState might be necessary.
Might try it again though just to double-check.
Honestly, at this point I think we'd want to start with finding what controls unlocking the weapons in the first place and seeing if maybe we can fake that somehow. I don't think it's gamestate-specific. More there's a check somewhere as to whether you have a specific soldier in your barracks before those weapons will become useable.
Hmm... Will the weapons disappear if you fire all your Resistance Class soldiers? Say, if you Dismiss all your Skirmishers, does the Bullpup disappear? If so, you may be able to add more classes to what's being checked for.
I have them equipped with bullpups and machine pistols (from the Templars). When they get promoted to Squaddie, they get machine pistols equipped, *but not bullpups*. There's something about the primary weapon slot where it stays an assault rifle for some reason.
This happens both with soldiers promoted and trained as my custom class, and also both before and after getting Skirmishers.
Template.Requirements.RequiredSoldierClass = 'Skirmisher';
I don't know if that means the schematic only applies to the Skirmisher class or if you're required to have that class before you can use the schematic. I think that's there so the magnetic weapon upgrade doesn't show up until you have a Skirmisher who can use it, similar to how SPARK cannon upgrades don't show up unless you have a SPARK. But that's the upgrade under "Build Items."
For the item itself, I looked at X2Item_XpacWeapons where their basic templates are created, specifically the CreateTemplate_Bullpup_Conventional() function. I don't see anything in there which is specific to Skirmishers, but there is this line:
Template.StartingItem = false;
I believe this determines whether you start with the item already in your inventory or if you have to meet some condition in order to unlock it. Maybe try either replacing the 'Bullpup_CV' template or pulling it out of the manager and changing its StartingItem variable to true. That might cause it to pop up in your inventory without needing a Skirmisher, but I'm just guessing at this point.
My guess is that if I flip the StartingItem flag as you suggested it will fix it. In which case, definitely need to write it up and make sure other modders have that answer available. With proper credit, 'cause I'm still a little at sea. :)