Author Topic: [FIXED][BUG] ability to choose target faction with MC and Zombify attacks  (Read 2266 times)

Offline Dioxine

  • Commander
  • *****
  • Posts: 5455
  • punk not dead
    • View Profile
    • Nocturnal Productions
I believe this will open a completely new tactical option; weapons which are meant to not puppetteer enemies, but turn them relatively docile (by changing faction to civilian in case of Mind Control). On the upside, such 'confusing' weapons can be much stronger/faster/cheaper to use than their Mind Control (change to own faction) counterparts.

Example: Herder's Staff in XPZ. My idea for it was to be a pacifying weapon, but I went for MC since it was the closest approximation. Now if it could change enemies into temporary civilians I could give it more attacks per turn, and this gives a fresh dimension to psionic combat: mass confusion instead of direct puppeteering.

As for zombify I don't have any concrete plans yet, but it certainly could offer access to zombifying weapons to player - a new dimension as well.

:)

Offline Meridian

  • Global Moderator
  • Commander
  • *****
  • Posts: 8974
    • View Profile

Offline Dioxine

  • Commander
  • *****
  • Posts: 5455
  • punk not dead
    • View Profile
    • Nocturnal Productions
I tried to add a zombifying weapon again, but in player's hands, it just kills enemies, does not zombify them. Possibly I don't understand the required sytax for this.

Offline Meridian

  • Global Moderator
  • Commander
  • *****
  • Posts: 8974
    • View Profile
OK, I will check, maybe there are other rules overriding this one

Offline Meridian

  • Global Moderator
  • Commander
  • *****
  • Posts: 8974
    • View Profile
Re: [FIXED][BUG] ability to choose target faction with MC and Zombify attacks
« Reply #4 on: February 02, 2024, 10:03:10 am »
Mind control already open (by you): https://openxcom.org/forum/index.php/topic,11221.0.html

Done.

Zombify already done in OXCE v7.9: https://openxcom.org/forum/index.php/topic,11241.0.html

Fixed.

Fix 1: it is now possible to zombify also hostile units (by player)

Note that it is still not possible to zombify hostile units by hostile units (e.g. mind-controlled chryssalid will just kill a snakeman, not zombify it).

Better description/exact code of the change: https://github.com/MeridianOXC/OpenXcom/commit/5f212908a152e76c314e55d8b7c60cf2303b97eb

Fix 2: neutral zombies now spawn neutral chryssalids, player zombies now spawn player chryssalids... i.e. they don't always spawn as hostile anymore

Exact change: https://github.com/MeridianOXC/OpenXcom/commit/c923f301e30add05cd2cc490d9b99675e950d505


Both of these fixes have been tested and should work.
But side effects are possible... please test carefully and report any issues.

Both changes are marked as experimental and may change in the future.
« Last Edit: February 02, 2024, 10:11:39 am by Meridian »

Offline Meridian

  • Global Moderator
  • Commander
  • *****
  • Posts: 8974
    • View Profile
Re: [FIXED][BUG] ability to choose target faction with MC and Zombify attacks
« Reply #5 on: February 02, 2024, 10:10:05 am »
Tested with the following zombifying stun rod:

Code: [Select]
items:
  - type: STR_ZOMBIE_ROD_NEUTRAL
    zombieUnit: STR_ZOMBIE
    zombieUnitFaction: 2
    size: 0.1
    costBuy: 1260
    costSell: 945
    weight: 6
    bigSprite: 26
    floorSprite: 26
    handSprite: 80
    meleeSound: 54
    power: 65
    damageType: 6
    accuracyMelee: 100
    tuMelee: 30
    battleType: 3
    twoHanded: true
    invWidth: 1
    invHeight: 3
    skillApplied: false
    clipSize: -1