Search found 7 matches
- Mon Mar 05, 2018 8:37 pm
- Forum: Long War of the Chosen Development (Community Adaptation)
- Topic: Things I'd like to see in LWotC
- Replies: 3
- Views: 8465
Re: Things I'd like to see in LWotC
I like the idea of using rebels for smash and grabs, but they would need to completely revamp those missions then. I always found those missions to be on the harder side of things. I feel like the new grab missions in WotC would work well with lost. Lost are no match for xcom, but rebels could exper...
- Sun Mar 04, 2018 5:36 pm
- Forum: Long War of the Chosen Development (Community Adaptation)
- Topic: Things I'd like to see in LWotC
- Replies: 3
- Views: 8465
Re: Things I'd like to see in LWotC
I agree with 1,2 and 4, though not quite as you suggest. The lost kills should be counted but if they could be counted separately that would be cool. That way you can still track who is the best zombie-slayer. There is going to be a need for more lost too. I found them quite manageable in general, b...
- Fri Aug 11, 2017 8:29 pm
- Forum: Modders' Forum
- Topic: What is needed to support the command range mechanic sans officer?
- Replies: 4
- Views: 26659
Re: What is needed to support the command range mechanic sans officer?
Just updating to let people know I'm still looking for help here. Merely shifted my focus to other parts of the class for the time being.
- Sat Aug 05, 2017 7:01 pm
- Forum: Modders' Forum
- Topic: What is needed to support the command range mechanic sans officer?
- Replies: 4
- Views: 26659
Re: What is needed to support the command range mechanic sans officer?
Still digging, but now more confused than ever. UIScreenListener_TacticalHUD_LWOfficerPack which spawns the mouse controller (which should then be overridden) doesn't seem to be registered anywhere and is the only place UITacticalHUD_MouseControls_LWOfficerPack is used. Which makes no sense to me. I...
- Fri Aug 04, 2017 1:13 am
- Forum: Modders' Forum
- Topic: What is needed to support the command range mechanic sans officer?
- Replies: 4
- Views: 26659
Re: What is needed to support the command range mechanic sans officer?
I noticed that the command range actor references the commandrange by package, so the range would be wrong since the override I made there doesn't get picked up. However, I would have expected the icon to show regardless. On the one hand there is the updateControls function which bypasses the office...
- Wed Aug 02, 2017 8:19 pm
- Forum: Modders' Forum
- Topic: What is needed to support the command range mechanic sans officer?
- Replies: 4
- Views: 26659
Re: What is needed to support the command range mechanic sans officer?
Currently I'm thinking about adding class overrides for UITacticalHUD_MouseControls_LWOfficerPack.uc and X2Ability_OfficerAbilitySet.uc . Not actually changing anything, but having my own classes be extensions of those and overriding the X2Ability_OfficerAbilitySet.GetCommandRangeSq function to use ...
- Mon Jul 31, 2017 8:47 pm
- Forum: Modders' Forum
- Topic: What is needed to support the command range mechanic sans officer?
- Replies: 4
- Views: 26659
What is needed to support the command range mechanic sans officer?
First off, great work on long war 2. Keep it up for Wotc :D. So I'm trying to make a class mod for LW 2 that uses officer-esque abilities, but I don't want to restrict that class to being an officer only. I really just want to affect soldiers within command range and ideally have that scale with cla...