DefaultLoadouts.ini - XCOM:EU 2012

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Overview

Contains LoadoutTemplates (Soldiers and Aliens) and CharacterLoadouts (Aliens).

Used by [XComGame.XGLoadoutMgr].

Each entry line contains the following fields:

  • The eLoadoutType= field must be one of the enumerated eLoadout_<type> entries.
  • The Inventory= field contains one iArmor= field with an enumerated eItem_Armor<type> entry. This is eItem_ArmorKevlar for actors, and one of the eItem_SHIVDeck_<Numeral> entries for the corresponding eLoadout_Shiv<type> entry from the enumerated eLoadout_<class> entries.
  • The iPistol= field typically contains either eItem_None or eItem_Pistol.
The iPistol and arrLargeItems[<index>]= fields contain one of the enumerated eItem_<Weapons> entries, tailored to the eLoadout_<class>. Heed the warning in the file: "NOTE: when adding to arrLargeItems, arrSmallItems you MUST update iNumLargeItems, iNumSmallItems".
Subsequent arrLargeItems array entries should be entered in the next sequential array index 'slot', i.e. arrLargeItems[1]=.
NOTE: By default, the eLoadoutType=eLoadout_Arcthrower template has the ArcThrower as a large item entry:
iPistol=eItem_Pistol,arrLargeItems[0]=eItem_Arcthrower,iNumLargeItems=1.
Those wishing to create a modified loadout for the ArcThrower class will need to make the appropriate adjustments here to match the weapon characteristics entry in the DGC.INI. See the notes under #eItem_<Weapons> and #eItem_<SmallItems>.
  • The arrLargeItems[0] field is the first entry in a 'zero based' indexed array for listing 'Large Items'. This 'zero index' entry must always be present. Assign the value eItem_None at a minimum if there is no large item. Increment the index for subsequent entries (i.e. arrLargeItems[1] is the second entry) and be sure to also increment the iNumLargeItems= entry to match the number of entries. (This should always be one more than the largest index value assigned, as in iNumLargeItems=1 when only arrLargeItems[0] is assigned a value.)
NOTE: The first large item (arrLargeItems[0], the primary weapon) is loaded into slot 0 (right-side back) and the second large item (arrLargeItems[1], i.e. the Rocket Launcher or Pistol) into slot 1 (left-side back) when unequipped.
  • The arrSmallItems[0] field is exactly like the arrLargeItems[0] field except for listing 'Small Items'. Increment the iNumSmallItems= entry to match the number of entries.

NOTE: The iSize= field for Weapons= lines in the DefaultGameCore.ini settings - XCOM:EU 2012 (DGC.INI) file determine which array is valid for a particular entry. Details under the appropriate subsections of the #Enumerations section.

For details about the "attachment points" of various items in the Loadout, see the wiki article Item_loadouts_-_XCOM:EU_2012.

Enumerations

The following values are found in this file. XCOM:EU 2012 only has Armor and Weapons, so the "weapon" category includes things such as S.C.O.P.E.s, Combat Stims, and even Medikits. The characteristics of these items are defined in the DefaultGameCore.ini settings - XCOM:EU 2012] (DGC.INI) file.

eLoadout_<type>

These are valid entries for the eLoadoutType= field for both LoadoutTemplates (Soldiers and Aliens) and CharacterLoadouts (Aliens):

  • eLoadout_Rifleman
  • eLoadout_LaserRifleman
  • eLoadout_Shotgunner
  • eLoadout_Arcthrower
  • eLoadout_Sniper
  • eLoadout_Sniper_Laser
  • eLoadout_Rocketman
  • eLoadout_Rocketman_Laser
  • eLoadout_Medic
  • eLoadout_Minigunner
  • eLoadout_HeavyLaser
  • eLoadout_WeaponlessVIP
  • eLoadout_Sectoid
  • eLoadout_Sectoid_Commander
  • eLoadout_Floater
  • eLoadout_Floater_Heavy
  • eLoadout_Chryssalid
  • eLoadout_Chryssalid_Juvenile
  • eLoadout_Sectopod
  • eLoadout_Muton
  • eLoadout_Muton_Elite
  • eLoadout_Muton_Commander
  • eLoadout_Muton_Berserker
  • eLoadout_ThinMan
  • eLoadout_Elder
  • eLoadout_EtherealUber
  • eLoadout_Cyberdisc
  • eLoadout_SectopodDrone
  • eLoadout_Zombie
  • eLoadout_Outsider
  • eLoadout_Muton_LightPlasma

eLoadout_Shiv<type>

These are valid entries for the eLoadoutType= field specifically for SHIVs (Super Heavy Infantry Vehicle).

  • eLoadout_ShivMini
  • eLoadout_ShivSentry
  • eLoadout_Shiv2Laser
  • eLoadout_Shiv3Plasma

eItem_Armor<type>

These values are assigned to the iArmor field in the Inventory portion of each LoadoutTemplate.

  • eItem_None (default for all Aliens)
  • eItem_ArmorKevlar (default for all Soldiers)
  • eItem_SHIVDeck_I (default for eLoadout_ShivMini and eLoadout_ShivSentry)
  • eItem_SHIVDeck_II (default for eLoadout_Shiv2Laser)
  • eItem_SHIVDeck_III (default for eLoadout_Shiv3Plasma)

NOTE: Other armors are defined in the DGC.INI file as Armors= entries. Search for iType=eItem_ to locate the eItem_ name of each armor, which is roughly 215+ characters into the line.

eItem_<Weapons>

These values are assigned to an indexed arrLargeItems array field in the Inventory portion of each LoadoutTemplate.

  • eItem_None
  • eItem_AssaultRifle
  • eItem_Shotgun
  • eItem_Arcthrower
  • eItem_SniperRifle
  • eItem_LaserSniperRifle
  • eItem_RocketLauncher
  • eItem_LMG
  • eItem_HeavyLaser
  • eItem_ShivMinigun
  • eItem_ShivSentry
  • eItem_ShivLaser
  • eItem_ShivPlasma
  • eItem_SoldierNoWeapon

NOTE: Other items are defined in the DGC.INI file as Weapons= entries. Those items with the iSize= field set to eItemSize_Large should be placed in the arrLargeItems array.

eItem_<SmallItems>

These values are assigned to an indexed arrSmallItems array field in the Inventory portion of each LoadoutTemplate.

  • eItem_FragGrenade
  • eItem_Medikit (default for eLoadout_Medic)

NOTE: Other items are defined in the DGC.INI file as Weapons= entries. Those items with the iSize= field set to eItemSize_Small should be placed in the arrSmallItems array.


References

Referred to by this article:

That refer to this article: