Two questions regarding LW2
Posted: Thu Jun 22, 2017 5:02 am
So here's what I have so far for my Technical Heavy Weapon Reload script: https://pastebin.com/e6dzqBnP
Built only once, had two unique errors, fixed presumably, not tested yet. If you help me go through it I'll credit you.
My question is, how does one add abilities to a class without explicitly listing it in the ClassData config, which causes it to show up in the class abilities display, similar to how Pavonis added the LWRocketLauncher ability and the LWFlamethrower ability to the technical without explicitly listing it in the class ability configs. As far as I can tell the Technical ability listed "Heavy Armaments" is a PurePassive meaning it is a cosmetic ability that is used as a placeholder and, while can be used as a trigger, does nothing functional.
Second, I figure I might as well test out something smaller, so one of my original ideas was to remove the weaker continent bonuses from LW2's continent bonus pool and re-implement the removed ones as proving grounds projects costing 200 supplies and 300 intel a la Advanced Modular Weapons, since said mod is incompatible with LW2. The prices are similar to what one would spend conventionally contacting a continent and constructing relays across it.
Where does one find the script on adding and removing continent bonuses for LW2, seeing as how mods that work with vanilla that specify starting continent bonii don't work with Long War 2? I have trawled through the LW scripts multiple times and have not found a single reference to modified continent bonii other than the new "Wired" bonus.
Further down the line, how would one hypothetically activate removed continent bonuses as an implementable Proving Ground project that unlocks after researching Resistance Radio?
Built only once, had two unique errors, fixed presumably, not tested yet. If you help me go through it I'll credit you.
My question is, how does one add abilities to a class without explicitly listing it in the ClassData config, which causes it to show up in the class abilities display, similar to how Pavonis added the LWRocketLauncher ability and the LWFlamethrower ability to the technical without explicitly listing it in the class ability configs. As far as I can tell the Technical ability listed "Heavy Armaments" is a PurePassive meaning it is a cosmetic ability that is used as a placeholder and, while can be used as a trigger, does nothing functional.
Second, I figure I might as well test out something smaller, so one of my original ideas was to remove the weaker continent bonuses from LW2's continent bonus pool and re-implement the removed ones as proving grounds projects costing 200 supplies and 300 intel a la Advanced Modular Weapons, since said mod is incompatible with LW2. The prices are similar to what one would spend conventionally contacting a continent and constructing relays across it.
Where does one find the script on adding and removing continent bonuses for LW2, seeing as how mods that work with vanilla that specify starting continent bonii don't work with Long War 2? I have trawled through the LW scripts multiple times and have not found a single reference to modified continent bonii other than the new "Wired" bonus.
Further down the line, how would one hypothetically activate removed continent bonuses as an implementable Proving Ground project that unlocks after researching Resistance Radio?