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Outward assembly_Csharp
Posted: Mon Apr 01, 2019 12:42 am
by iicecube
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..
[Link]
Re: Outward assembly_Csharp
Posted: Mon Apr 01, 2019 5:55 pm
by Emlorp
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
Re: Outward assembly_Csharp
Posted: Mon Apr 01, 2019 8:05 pm
by iicecube
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?
Re: Outward assembly_Csharp
Posted: Mon Apr 01, 2019 8:25 pm
by Emlorp
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;
}
Re: Outward assembly_Csharp
Posted: Mon Apr 01, 2019 8:33 pm
by GreenHouse
You can just do the same with a script. Why edit the assembly?
Re: Outward assembly_Csharp
Posted: Mon Apr 01, 2019 8:42 pm
by Emlorp
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
Re: Outward assembly_Csharp
Posted: Mon Apr 01, 2019 8:45 pm
by Emlorp
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
Re: Outward assembly_Csharp
Posted: Mon Apr 01, 2019 8:52 pm
by iicecube
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.
Re: Outward assembly_Csharp
Posted: Mon Apr 01, 2019 8:59 pm
by iicecube
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?
[Link]
Re: Outward assembly_Csharp
Posted: Mon Apr 01, 2019 9:08 pm
by Emlorp
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?
[Link]
What are you using to compile it? I used DnSpy and it worked for me out of the box.
Re: Outward assembly_Csharp
Posted: Mon Apr 01, 2019 9:13 pm
by iicecube
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?
[Link]
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
Re: Outward assembly_Csharp
Posted: Mon Apr 01, 2019 9:14 pm
by Emlorp
dnSpy v6.0.4 (64-bit)
Re: Outward assembly_Csharp
Posted: Mon Apr 01, 2019 9:16 pm
by iicecube
Emlorp wrote: ↑Mon Apr 01, 2019 9:14 pm
dnSpy v6.0.4 (64-bit)
What the higher .NET Framework you using in you?
Re: Outward assembly_Csharp
Posted: Mon Apr 01, 2019 9:19 pm
by Emlorp
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
Re: Outward assembly_Csharp
Posted: Mon Apr 01, 2019 9:22 pm
by iicecube
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?