-
Notifications
You must be signed in to change notification settings - Fork 74
Allow mods to set rulers to wait on specific missions #772
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Allow mods to set rulers to wait on specific missions #772
Conversation
robojumper
left a comment
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
The components version/presence check needs updating too.
Lines 34 to 64 in 0694ca6
| static function array<CHLComponent> GetComponentInfo() | |
| { | |
| local X2StrategyElementTemplateManager Manager; | |
| local X2StrategyElementTemplate SelfVersion; | |
| // local array<string> DLCNames; | |
| local array<CHLComponent> Comps; | |
| Manager = class'X2StrategyElementTemplateManager'.static.GetStrategyElementTemplateManager(); | |
| // DLCNames = class'Helpers'.static.GetInstalledDLCNames(); | |
| SelfVersion = Manager.FindStrategyElementTemplate('CHWOTCVersion'); | |
| Comps.AddItem(BuildComponent(SelfVersion, none, "X2WOTCCommunityHighlander", true, true)); | |
| Comps.AddItem(BuildComponent(Manager.FindStrategyElementTemplate('CHEngineVersion'), SelfVersion, "Engine", true, true)); | |
| Comps.AddItem(BuildComponent(Manager.FindStrategyElementTemplate('CHXComGameVersion'), SelfVersion, "XComGame", true, true)); | |
| /* FIXME: Uncomment when a DLC 2 Highlander is added | |
| if (DLCNames.Find("DLC_2") != INDEX_NONE) | |
| { | |
| Comps.AddItem(BuildComponent(Manager.FindStrategyElementTemplate('CHDLC2Version'), SelfVersion, "DLC_2", false, default.DLC2ReplacementEnabled)); | |
| } | |
| */ | |
| /* FIXME: Uncomment when a DLC_3 Highlander is added | |
| if (DLCNames.Find("DLC_3") != INDEX_NONE) | |
| { | |
| Comps.AddItem(BuildComponent(Manager.FindStrategyElementTemplate('CHDLC3Version'), SelfVersion, "DLC_3", false, default.DLC3ReplacementEnabled)); | |
| } | |
| */ | |
| return Comps; | |
| } |
We may need to also add something to this part (where? OPTC? CreateTemplates?): |
robojumper
left a comment
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Shouldn't we deprecate the templates and here instead use the classes for XComGame and Engine too?
|
I think that would be more suitable for a separate PR |
|
... modulo Docs. |
|
@robojumper docs added, should be ready for merging. I suggest we don't delay that, since this PR has code that other stuff relies on (eg. #790, #764 for the new version check infrastructure) |



Closes #771
This PR removes the old separate-component-based DLC CHL approach. It was confirmed that if one doesn't own DLC2, the replacement package doesn't load, as such I decided to ship it together with main CHL for better player UX. Log comparison:
Possible conflicts:
DLC_2.u. Don't think we can do much here but I also don't think this is the case+NonNativePackages=DLC_2in config. I think it's safe to assume that such mod will have DLC2 in the requirements list and thus not installed by non-DLC2-owners@robojumper plz review. I suggest looking at individual commits for easier understanding of what's happening
TODO: