Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem










You forgot a line in the Carry script block
// Carry Unit free
CurrentAbility = AllAbilities.FindAbilityTemplate('CarryUnit');
CurrentAbility.AbilityCosts.Length = 0;
ActionPointCost = new class'X2AbilityCost_ActionPoints'; <<<---- THIS IS WHAT YOU MISSED
ActionPointCost.iNumPoints = default.PICKUP_ACTION_POINTS;
ActionPointCost.bConsumeAllPoints = default.PICKUP_ENDS_TURN;
ActionPointCost.bFreeCost = default.PICKUP_TOTALLY_FREE;
CurrentAbility.AbilityCosts.AddItem(ActionPointCost);
CurrentAbility.ConcealmentRule = eConceal_Always;
Because you forgot to declare ActionPointCost anew for Carry, it was reusing the one for Drop (further up in the code) and overriding its values.
I rebuilt the mod just adding that one line, and it works! I can make Carry cost 1 AP while Drop costs 0 AP.