Megakoresh wrote...
Hi, if you haven't found the answer yet then this is your problem.
The evolved version doesn't work cause you need to remove the word projectile. So it should look like this:
DynamicLoadMapping=(ObjectName="SFXGameContent_Powers.SFXPower_Throw_Radius",SeekFreePackageName="SFXCharacterclass_Adept)
and like this
SFXPower_Throw_Radius
Do the same for the heavy version and it will work. i added them to Jack. Thought for a biotic wondergirl she was pretty lacking.
Hope it helps.
Actually what made it work for me was putting this in the .txt file:
"GivePower self SFXPower_Throw
GivePower self SFXPower_Throw_Radius
SetRank self SFXPower_Throw_Radius 4"
Giving it as Throw_Radius and immediately setting it to 4 just wasn't working, but Throw on it's own was. Therefore giving myself the base skill, THEN giving myself the upgrade, then setting the rank as 4 works fine.


Having Throw back on my Vanguard.
To hijack just a tad, has anyone found a way to remove skills (as asked), or even better, have it so the proper "minimap" radar is displayed (that shows your squadmates, as seen from the Command HUD), rather than that daft ObjectiveMap that only flashes up for a second?
I've managed to get the ObjectiveRadarDisplay to stay on by setting up a bind that just says:
Bindings=( Name="L", Command="OnTap 0.3 TurnObjectiveRadarDisplayOn")
But still that's the crappy version, and I haveto then hide it again to see the "Proper" minimap in the Command HUD (as the daft one covers it up). Anyone know how to enhance this? The dumbed-down UI is REALLY annoying me with not being able to see health bars and the proper minimap, two very basic and important UI functions, grr.
Oh I'm missing my old "SuperSpeed" button from ME1 too heh, I assume there would be a way to edit it into ME2 with changing the runspeed on button push / release? If the command isn't already in there.
Modifié par BobT36, 26 septembre 2011 - 12:09 .