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############################# PDF Guides ############################
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Ability 6 Guide: https://drive.google.com/file/d/0B-MviV9dytomcGtzajF0LU9iSDA/view?usp=sharing&resourcekey=0-AOfbVu1dY_c_zkNDvdKiCA
Stat Select Mode Guide: https://drive.google.com/file/d/0B-MviV9dytomcGtzajF0LU9iSDA/view?usp=sharing&resourcekey=0-AOfbVu1dY_c_zkNDvdKiCA
Range Table Select Guide: https://drive.google.com/file/d/0B-MviV9dytomaVNoVDNTV25uNzg/view?usp=sharing&resourcekey=0-YOd1ZdANbc59mPM4QEY3OQ
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################################ Q&A ###############################
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Q: How do I use the "CanBeBuilt" section of the weapon templates?
A: When "CanBeBuilt=true" all the below flags are available for that individual weapon. I have supplied example values for all T2 and T3 templates to help get ppl started.
Also note You will see Two schematics in the workshop build. One schematic will be to que up building the weapon. The squad upgrade then becomes only useful to pass your Attachments to the next tier.
The Gamecore works the total time by Staff * Days=total time in days.
CVWPdata_PointsToCompleteStaff[1]=1
CVWPdata_PointsToCompleteDays[1]=1
This value sets the required tech.
CVWPdata_RequiredTechs[1]=MagnetizedWeapons
Trading post value if you sell this item.
CVWPdata_TradingPostValue[1]=10
Resource costs, toggle options are "off" or "on".
CVWPdata_ResourceTemplate[3]=(ResourceToggle=off, ResourceName=Supplies, ResourceQuantity=50)
CVWPdata_ResourceTemplate[4]=(ResourceToggle=off, ResourceName=AlienAlloy, ResourceQuantity=10)
CVWPdata_ResourceTemplate[5]=(ResourceToggle=off, ResourceName=EleriumDust, ResourceQuantity=0)
Q: Why are there schematics for every weapon, and how do I remap schematic upgrades like you had in CVWPv1?
A: A custom config set linking weapons like CVWPv1 to default schematics. I'll save everyone a headache.
Unzip to your "\Steam\steamapps\workshop\content\268500\673813380\config" directory.
https://drive.google.com/open?id=0B-MviV9dytomdXg1MUZkaW9VZFE <--google broke old links and sadly I have long forgotten which file this links to now. =(
So the reasons the schematics are the way they are. In CVWPv1 I took a short cut to link them to the default squad upgrade schematic. The proper way for compatability is to have a schematic for each weapon, which CVWPv2 and other mods have done.
Now if you want to link them back to the default squad upgrade like I did in CVWPv1 you can do it easily.
To clear the schematic build list comment out the following lines.
[CVWeaponPackv2.X2Item_CVWPG36_Schematics]
CVWPdata_ItemCat[0]= ;weapon
CVWPdata_ItemCat[1]= ;weapon
Under the Weapon template you make the following changes.
[CVWeaponPackv2.X2Item_CVWPG36_Weapon]
CVWPdata_CreatorTemplateName[1]=G36_T2_Schematic
CVWPdata_CreatorTemplateName[2]=G36_T3_Schematic
Change to the following.
CVWPdata_CreatorTemplateName[1]=AssaultRifle_MG_Schematic
CVWPdata_CreatorTemplateName[2]=AssaultRifle_BM_Schematic
Default Schematics + Tech triggers:
AssaultRifle_MG_Schematic = MagnetizedWeapons
AssaultRifle_BM_Schematic = PlasmaRifle
Shotgun_MG_Schematic = MagnetizedWeapons
Shotgun_BM_Schematic = AlloyCannon
Cannon_MG_Schematic = GaussWeapons
Cannon_BM_Schematic = HeavyPlasma
SniperRifle_MG_Schematic = GaussWeapons
SniperRifle_BM_Schematic = PlasmaSniper
Pistol_MG_Schematic = MagnetizedWeapons
Pistol_BM_Schematic = PlasmaRifle
/* only if you have LW SMG PACK */
SMG_MG_Schematic = MagnetizedWeapons
SMG_BM_Schematic = PlasmaRifle
Edit: I changed the damage value to 3 and it showed correctly but still no Spread. ???
After looking into the issue more, it looks like I and all the other weapon mod authors needed to add the following line to the end of our templates to play with the Damage Roulette feature.
defaultproperties
{
bShouldCreateDifficultyVariants = true
}
This latest update on the workshop resolves the problem.
Yes. every "_CreatorTemplateName" value needs to be remapped. It'll be a copy paste exercise, so it's not so bad.
Here's a pastebin link. http://pastebin.com/2qrT9Axv with an example for the Whisper.
The summary of changes are the below. As you can see I didn't have to tweak much, since most of the values are set already for SMG type weapons.
The mobility bonus will work with any stat selection, which is why it's set to Zero value by default. So if you like the Vanilla stat balance but just want the bonus, Boom! you got it at your finger tips.
[CVWeaponPackv2.X2Ability_CVWPWhisper_AbilityBonus]
CVWPdata_Bonus[0]=(AbilityTemplate=CVWPWhisper_T1_AbilityBonus, MobilityBonus=3, DetectionRadius=0.2) ;Whisper T1 template
CVWPdata_Bonus[1]=(AbilityTemplate=CVWPWhisper_T2_AbilityBonus, MobilityBonus=3, DetectionRadius=0.2) ;Whisper T2 template
CVWPdata_Bonus[2]=(AbilityTemplate=CVWPWhisper_T3_AbilityBonus, MobilityBonus=3, DetectionRadius=0.2) ;Whisper T3 template
For the weapon template, select the stat type you want. Below you can see the value changed to "Custom". This will let you tweak the "CVWPdata_WepBasedmg" values and everything else below it to your preference. Stat options are listed in the config file comments.
[CVWeaponPackv2.X2Item_CVWPWhisper_Weapon]
CVWPdata_StatSelectMode[0]=Custom
CVWPdata_StatSelectMode[1]=Custom
CVWPdata_StatSelectMode[2]=Custom
I believe for SMG type weapons I've already set these values by default. So if your wondering what the heck "MidShort" range table is? It's the same tables from the SMG pack.
CVWPdata_RangeTableSelect[0]=MidShort_CV
CVWPdata_RangeTableSelect[1]=MidShort_MG
CVWPdata_RangeTableSelect[2]=MidShort_BM
The example below show the changes I believe are what your asking for.
CVWPdata_CreatorTemplateName[1]=SMG_MG_Schematic
CVWPdata_CreatorTemplateName[2]=SMG_BM_Schematic
I've done this by changing this:
CVWPdata_ItemsToUpgrade[0]=CVWPG36_T1 ;item being upgraded
CVWPdata_ReferenceItemTemplate[0]=CVWPM16_T2 ;item being created
These are pulled from the M16 config ini. file. So, theoretically the instance of a G36_T1 with mods equipped will turn into an M16_T2. Unfortunately that isn't happeneing.
Logically, I also changed it so that other than the T1 of each upgrade tree, the next 2 aren't set to be starting items, but they are indeed still spawning as starting items.
i.e. CVWPdata_StartingItem[0]=false
I'm hoping you'll be able to help me out? This would be my optimal setup instead of having like, 40 different upgrades throughout the campaign.
Thanks.
I've supplied a custom config set that'll reduce the schematic upgrade fest to the default Vanilla schematics. So that will cut down the schematic list overload.
As for upgrading other items from other templates I've never tried to cross upgrade from within a template, I'll need to play with it to see if it should even work at all.
Thanks man!