安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题






This is gonna start poorly, but let's hope it ends well. XD
Now I'mma go smack the modding tool with a hammer till either the hammer breaks or I figure it out.
I'll let ya know how it goes.
Note you need to know how to use the mod tools to do this and would need to re-export the mod
(Part 2 of 2)
You should know that the trooper spawned is not a human but an alien AI (the same as the ADVENT troopers that are enemies) so you cannot change its clothes like a human XCOM soldier. You would need to change it to a human NPC however I do not know how to define what clothing human NPC soldiers wear. Lower down in the file you can find the function CreateTemplate_PAResistenceMk1(), this was my attempt at spawning in a human resistance NPC rather than an ADVENT trooper.
You will also need to look at other files in the classes folder, specifically PAOfficer_AbilitySet.uc which defines the skill that spawns the trooper, and the file X2Effect_PASpawnTrooperMk1.uc and X2Effect_PASpawnTrooperMk2.uc . This file states which of the characters defined in X2Character_PATrooper.uc to spawn. Good luck, hope this information helps you but you will need to do some more investigation on your own to achieve what you want.
In this file you will find the function CreateTemplate_PATrooperMk1() and CreateTemplate_PATrooperMk2() which defines the two trooper characters that are spawned (the first one is spawned if you have the Disposable Army skill, the second one is spawned if you have the Reinforced Army skill. Specifically the line
CharTemplate.CharacterGroupName = 'AdventTrooper'
and the lines CharTemplate.strPawnArchetypes.AddItem("GameUnit_AdvTrooper.ARC_GameUnit_AdvTrooperM1_M");
CharTemplate.strPawnArchetypes.AddItem("GameUnit_AdvTrooper.ARC_GameUnit_AdvTrooperM1_F");
are what you are looking for.
You can't choose both officer classes because of the same name and game goes something between "You have to choose one" and "They're the same picture", but didn't meet any crashes or whatsoever
Probably it can be fixed if you rename the specialization into "ADVENT Officer" instead of just Officer
https://i.imgur.com/toGVZ3i.png