Outward assembly_Csharp

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iicecube
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Outward assembly_Csharp

Post by iicecube » Mon Apr 01, 2019 12:42 am

Can someone help me figure out this which line does the bag/pouch been edited with 500 weight in it?
Cause i wanna edit it more of it but cant figure out where that line is..

http://s000.tinyupload.com/index.php?fi ... 5601970947

Emlorp
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Re: Outward assembly_Csharp

Post by Emlorp » Mon Apr 01, 2019 5:55 pm

Im not sure EXACTLY what happened but I did edit 2 locations in the assembly and managed to boost the pocket carry weight to 810 even though i only used a +100 integer in 2 locations to test with
These are the 2 areas I edited
CharacterEquipment Line 585
Equipement Line 445

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Re: Outward assembly_Csharp

Post by iicecube » Mon Apr 01, 2019 8:05 pm

Emlorp wrote:
Mon Apr 01, 2019 5:55 pm
Im not sure EXACTLY what happened but I did edit 2 locations in the assembly and managed to boost the pocket carry weight to 810 even though i only used a +100 integer in 2 locations to test with
These are the 2 areas I edited
CharacterEquipment Line 585
Equipement Line 445
I still dont get you, those line are both bonus pouch and and total cap on pouch as you mean?
Can you shown me the edited code you did?

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Re: Outward assembly_Csharp

Post by Emlorp » Mon Apr 01, 2019 8:25 pm

The equipment code for me looks like

Code: Select all

	public float PouchCapacityBonus
	{
		get
		{
			if (this.Stats != null)
			{
				return this.Stats.PouchCapacityBonus + 100f;
			}
			return 0f;
The CharacterEquipment code for me

Code: Select all

	public float GetEquipementPouchBonus()
	{
		return this.m_totalPouchCapacityBonus + 100f;
	}

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Re: Outward assembly_Csharp

Post by GreenHouse » Mon Apr 01, 2019 8:33 pm

You can just do the same with a script. Why edit the assembly?
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Re: Outward assembly_Csharp

Post by Emlorp » Mon Apr 01, 2019 8:42 pm

GreenHouse wrote:
Mon Apr 01, 2019 8:33 pm
You can just do the same with a script. Why edit the assembly?
honestly skimming through the assembly and seeing stuff is more readable to me to alter... i dont know much on scripting or anything thus I have no idea how 100f ended up adding 800 carryweight
AAAND... i just accidently made unlimited mag for guns

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Re: Outward assembly_Csharp

Post by Emlorp » Mon Apr 01, 2019 8:45 pm

I changed the Unload in WeaponLoadout to

Code: Select all

public virtual void Unload()
	{
		this.m_remainingShots = 2;
		this.PutBackVisuals();
		this.m_loadedVisual = null;
		this.m_loadedItemID = -1;
		this.m_pendingLoading = false;
		this.m_projectileImbuedEffects.Clear();
		this.m_imbuedFXs.Clear();
		base.SetHasChanged();
so instead of remaining shots =0 and causing a reload once a bullet is loaded it automatically gets 2 shots once empty

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Re: Outward assembly_Csharp

Post by iicecube » Mon Apr 01, 2019 8:52 pm

GreenHouse wrote:
Mon Apr 01, 2019 8:33 pm
You can just do the same with a script. Why edit the assembly?
Scripting in CE need more time then just go in assembly and add in some int/float to work which i find it like more understandable to me.
Last edited by iicecube on Mon Apr 01, 2019 9:01 pm, edited 1 time in total.

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Re: Outward assembly_Csharp

Post by iicecube » Mon Apr 01, 2019 8:59 pm

Emlorp wrote:
Mon Apr 01, 2019 8:25 pm
The equipment code for me looks like

Code: Select all

	public float PouchCapacityBonus
	{
		get
		{
			if (this.Stats != null)
			{
				return this.Stats.PouchCapacityBonus + 100f;
			}
			return 0f;
The CharacterEquipment code for me

Code: Select all

	public float GetEquipementPouchBonus()
	{
		return this.m_totalPouchCapacityBonus + 100f;
	}
This is what i always getting when compile, did you do something else to get it compile?
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Re: Outward assembly_Csharp

Post by Emlorp » Mon Apr 01, 2019 9:08 pm

iicecube wrote:
Mon Apr 01, 2019 8:59 pm
Emlorp wrote:
Mon Apr 01, 2019 8:25 pm
The equipment code for me looks like

Code: Select all

	public float PouchCapacityBonus
	{
		get
		{
			if (this.Stats != null)
			{
				return this.Stats.PouchCapacityBonus + 100f;
			}
			return 0f;
The CharacterEquipment code for me

Code: Select all

	public float GetEquipementPouchBonus()
	{
		return this.m_totalPouchCapacityBonus + 100f;
	}
This is what i always getting when compile, did you do something else to get it compile?
Image
What are you using to compile it? I used DnSpy and it worked for me out of the box.

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iicecube
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Re: Outward assembly_Csharp

Post by iicecube » Mon Apr 01, 2019 9:13 pm

Emlorp wrote:
Mon Apr 01, 2019 9:08 pm
iicecube wrote:
Mon Apr 01, 2019 8:59 pm
Emlorp wrote:
Mon Apr 01, 2019 8:25 pm
The equipment code for me looks like

Code: Select all

	public float PouchCapacityBonus
	{
		get
		{
			if (this.Stats != null)
			{
				return this.Stats.PouchCapacityBonus + 100f;
			}
			return 0f;
The CharacterEquipment code for me

Code: Select all

	public float GetEquipementPouchBonus()
	{
		return this.m_totalPouchCapacityBonus + 100f;
	}
This is what i always getting when compile, did you do something else to get it compile?
Image
What are you using to compile it? I used DnSpy and it worked for me out of the box.
What version dnspy you using? I feel that cause the problem as i using 6.04

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Re: Outward assembly_Csharp

Post by Emlorp » Mon Apr 01, 2019 9:14 pm

dnSpy v6.0.4 (64-bit)

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Re: Outward assembly_Csharp

Post by iicecube » Mon Apr 01, 2019 9:16 pm

Emlorp wrote:
Mon Apr 01, 2019 9:14 pm
dnSpy v6.0.4 (64-bit)
What the higher .NET Framework you using in you?

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Re: Outward assembly_Csharp

Post by Emlorp » Mon Apr 01, 2019 9:19 pm

looking through regedit version is 4.7.03190
also have 3.5.30729.4926 (3.5) and 3.0.30729.4926 (3.0) apparently installed

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Re: Outward assembly_Csharp

Post by iicecube » Mon Apr 01, 2019 9:22 pm

Emlorp wrote:
Mon Apr 01, 2019 9:19 pm
looking through regedit version is 4.7.03190
also have 3.5.30729.4926 (3.5) and 3.0.30729.4926 (3.0) apparently installed
I wonder you in u using win10 or win7?

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