Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
You forgot a line in the Carry script block
// Carry Unit free
CurrentAbility = AllAbilities.FindAbilityTemplate('CarryUnit');
CurrentAbility.AbilityCosts.Length = 0;
ActionPointCost = new class'X2AbilityCost_ActionPoints'; <<<---- THIS IS WHAT YOU MISSED
ActionPointCost.iNumPoints = default.PICKUP_ACTION_POINTS;
ActionPointCost.bConsumeAllPoints = default.PICKUP_ENDS_TURN;
ActionPointCost.bFreeCost = default.PICKUP_TOTALLY_FREE;
CurrentAbility.AbilityCosts.AddItem(ActionPointCost);
CurrentAbility.ConcealmentRule = eConceal_Always;
Because you forgot to declare ActionPointCost anew for Carry, it was reusing the one for Drop (further up in the code) and overriding its values.
I rebuilt the mod just adding that one line, and it works! I can make Carry cost 1 AP while Drop costs 0 AP.
It seems like Drop uses the same "_IS_TOTALLY_FREE" behaviour as in PICKUP_TOTALLY_FREE, ignoring or overriding DROP_TOTALLY_FREE.
Why, I do not know - looking at your source code, the variable called is the correct one.
To confirm this: try the same settings as what you had, but with
DROP_TOTALLY_FREE = true
PICKUP_TOTALLY_FREE = false
and you will see that dropping costs 1 AP when it should cost 0, and that similarly
DROP_TOTALLY_FREE = false
PICKUP_TOTALLY_FREE = true
costs 0 AP when it should cost 1.
Again, no idea why this should happen from a look at your code, but it does happen. Can you confirm it?
; Mod default is 0 AP
DROP_ACTION_POINTS = 1; 0-2. Actions required for ability to be available to use, but not necessarily it's cost if you flag TOTALLY_FREE on. But it is usually its cost.
PICKUP_ACTION_POINTS = 1;
SUBDUE_ACTION_POINTS = 1;
; Mod default does not end the turn (False).
DROP_ENDS_TURN = false; True or false, default in this mod is false. Put to true to end the turn like regular XCOM. We dont want the turn to end.
PICKUP_ENDS_TURN = false;
SUBDUE_ENDS_TURN = false;
; Mod default is the ability does not cost it's required AP. (true)
DROP_TOTALLY_FREE = true; AP will be required if specified, but will not be consumed. 0 AP and TOTALLY FREE behaves like EVAC and is available after a soldier has nothing left to do.
PICKUP_TOTALLY_FREE = true;
SUBDUE_TOTALLY_FREE = true;