Nainstalovat Steam
přihlásit se
|
jazyk
简体中文 (Zjednodušená čínština)
繁體中文 (Tradiční čínština)
日本語 (Japonština)
한국어 (Korejština)
ไทย (Thajština)
български (Bulharština)
Dansk (Dánština)
Deutsch (Němčina)
English (Angličtina)
Español-España (Evropská španělština)
Español-Latinoamérica (Latin. španělština)
Ελληνικά (Řečtina)
Français (Francouzština)
Italiano (Italština)
Bahasa Indonesia (Indonéština)
Magyar (Maďarština)
Nederlands (Nizozemština)
Norsk (Norština)
Polski (Polština)
Português (Evropská portugalština)
Português-Brasil (Brazilská portugalština)
Română (Rumunština)
Русский (Ruština)
Suomi (Finština)
Svenska (Švédština)
Türkçe (Turečtina)
Tiếng Việt (Vietnamština)
Українська (Ukrajinština)
Nahlásit problém s překladem
local array<X2WeaponUpgradeTemplate> UpgradeTemplates
Upgrade Templates = X2ItemTemplateManager.static.GetItemTemplateManager().GetAllUpgradeTemplates;
This gives you an array of all upgrade templates in the game, including the ones from my mod.
You should first equip the weapon to a soldier, THEN check whether or not that upgrade you want to apply, can actually be applied to that weapon.
My canapplyupgradetoweapon function requires that the weapon be attached to a soldier to work properly, just FYI.
[GrimyLootMod.GrimyLoot_Research]
+Pistol_T1 = M1911_CV
If that's accurate I can start work on a spectrum ini file for their laser and plasma weapons.
yeap, that's how you'd do it. Just make sure all the template names are correct.
Basically you'd need me to break my researchcompletedfn into parts where one creates an item and returns the itemstate, and another puts it into the inventory.
It's not a bad idea, I'll look into it when I have some time.
correct
It'd odd that black market usage works without needing the none trick though. I wonder why that is.
That report isn't correct though.
The current version of black market usage doesn't use a none, and it still works with my loot mod in spite of that.