ME 2 PC : Coalesced Editor v1.0.0.32 (B)
#451
Posté 18 juin 2011 - 03:36
#452
Posté 18 juin 2011 - 03:38
you mean ZoomRecoil right? and should i change the numbers to something higher or lower? btw thanks for the help:lol:Bogsnot1 wrote...
Edit the recoil value.
#453
Posté 18 juin 2011 - 03:52
If in doubt, just copy all of the recoil values from the basic heavy pistol and paste them over the values for your heavy pistol of choice.
#454
Posté 18 juin 2011 - 03:57
thanks alot man it really helped me also thanks to iron spine for making this awesome editor :happy:Bogsnot1 wrote...
Both recoil and zoomrecoil. Pretty sure the recoilyaw and speed settings also have an impact. Its been a while since i modded weapon recoil
If in doubt, just copy all of the recoil values from the basic heavy pistol and paste them over the values for your heavy pistol of choice.
#455
Posté 18 juin 2011 - 06:18
#456
Posté 18 juin 2011 - 06:30
Modifié par Alucard of the dragon, 27 juin 2011 - 09:49 .
#457
Posté 27 juin 2011 - 09:41
"edit" never mind, got it fixed
Modifié par Alucard of the dragon, 04 juillet 2011 - 06:25 .
#458
Posté 11 juillet 2011 - 07:11
Thanks!
#459
Posté 12 juillet 2011 - 04:31
#460
Posté 21 août 2011 - 11:34
BIOWeapon->SFXGame.SFXShield_Player->MaxShields and other default shield settings.
For the Player health I didn't explicitly find a base health value although it must exist somewhere I just don't know where yet. But you should be able to modify the health multipliers to get the affect you're after here you just need to chose the difficultly level you're playing at and edit the values for that one, or all of them so it won't matter what dif level you're on for it to take affect.
From what I'm seeing here I assume changing the following would do what I said but it's a guess haven't tried it:
BIOGame->SFXGame.SFXDifficulty_Level#->PlayerHealthMultiplierHigh/Low
Just change them both to be the same number, and a higher number, than exits in there now. Again this is another guess but I assume it will take the (TBD where it is) base health value and multiply it againt the numbers specified here. The result would be the final total health value the player has in the game +/- any upgrade or bonus tech being applied to it.
When I look at the value for SfxGame.SFXShield_Player -> Maxhealth, as well as some other attributes, the numbers look like 1000.f. 40.0f. 2.f. What does the f mean? What happens if I take out the f and just put in a number like 1000 for shield health?
#461
Posté 21 août 2011 - 02:19
#462
Posté 21 août 2011 - 02:27
Tried 1,000, then 2,000 against the YMIR at the end of Freedom's Progress. The lasers and rocket seemed to be stripping my shield away pretty quick. So then I set it for 20,000 and it didn't make any difference. So I don't think this value really does anything. >.> I even tried removing the f part, didn't matter.
Modifié par Trogdorx, 21 août 2011 - 02:42 .
#463
Posté 20 septembre 2011 - 10:32
What I'm trying to do is change my Vanguard class to be able to use Throw, either as well as my normal skills (possible?), or by replacing CryoAmmo.
I tried editing the MappedPowers settings in BIOGame.SFXGamePawns.SFXCharacterclass.Vanguard but this seemed to have no effect. Apparently the only way to do it is with bindings. (is this still true?).
So yeah, has anyone got a working link to a tutorial / info for me on how to give my Vanguard Throw? (I'd miss it from ME1 ;() and basic descriptions on the limitations around it. I get the basic gist of the editor and have tweaked some things but I'm not exactly pro with it yet. Cheers.
#464
Posté 21 septembre 2011 - 05:33
See this thread for details.
http://social.biowar.../index/2992808/
#465
Posté 21 septembre 2011 - 08:54
Edit: Got it working after following those instructions and modifying it just a tad. Have posted on Page 2 of that thread, cheers!
Modifié par BobT36, 23 septembre 2011 - 10:40 .





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