OpenXcom Forum
Modding => Help => Topic started by: Kato on October 04, 2018, 05:26:35 pm
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There'll be some questions from rookie (really rookie >_<) modder about maps...
I tried to change a map's height: all DESERT map-blocks got +1 additional level (total 5) via Mapview2. Then, I ran a quick battle at 'Desert' terrain, but the game crashed.
A fatal error has occurred: Height of map MAPS/DESERT09.MAP too big for this mission, block is 5, expected: 4
So, how can I change 'expected' height?
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that's in the terrain definition in the ruleset
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'Terrains.rul' file includes names of map-blocks, their width & length. I added 'height: 5' to all Desert blocks - and still the same thing.
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Warboy meant alienDeployments, not terrains.
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It works! >^_^<
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right, yes, those.
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Well, I have a 60x60x8 monoblock-map (one MAP and one RMP files). I want it to be an alien base. There are two ways to apply it:
1 - Just to name these files as one of already existing blocks, replace that block with them and slightly edit mapscript. It works, but don't satisfy me.
2 - To create files with new names and integrate them in rulesets. How to do it properly? I've changed mapScripts, terrains and alienDeployments - and here's the log:
[05-10-2018_22-31-18] [FATAL] A fatal error has occurred: Map failed to fully generate.
[05-10-2018_22-31-18] [FATAL] ??
[05-10-2018_22-31-18] [FATAL] ??
[05-10-2018_22-31-18] [FATAL] 0xa89ea0 IMG_LoadWEBP_RW
[05-10-2018_22-31-18] [FATAL] ??
[05-10-2018_22-31-18] [FATAL] ??
[05-10-2018_22-31-18] [FATAL] ??
[05-10-2018_22-31-18] [FATAL] ??
[05-10-2018_22-31-18] [FATAL] ??
[05-10-2018_22-31-18] [FATAL] ??
[05-10-2018_22-31-18] [FATAL] ??
[05-10-2018_22-31-18] [FATAL] ??
[05-10-2018_22-31-18] [FATAL] ??
[05-10-2018_22-31-18] [FATAL] 0x77023398 BaseThreadInitThunk
[05-10-2018_22-31-18] [FATAL] 0x77559e8f RtlInitializeExceptionChain
[05-10-2018_22-31-18] [FATAL] 0x77559e8f RtlInitializeExceptionChain
See my broken files below.
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Can you upload the whole mod, including the map blocks and everything else?
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Here all I work with for now.
Root_1 is the 1st way (use already existing name - it works, but it's barbaric).
Root_2 is the 2nd way (without replacing original MAP and RMP - here's the crash).
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First block has index 0, not 1.
Also attaching repackaged as a real mod.
mapScripts:
- type: BOSSBATTLE
commands:
- type: fillArea
blocks: [0] # first block has index 0
freqs: [1]
- type: digTunnel
direction: both
tunnelData:
level: 0
MCDReplacements:
- type: westWall
set: 2
entry: 18
- type: northWall
set: 2
entry: 17
- type: corner
set: 2
entry: 19
- type: floor
set: 1
entry: 63
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Wow. That was so close. Thanks a lot >^_^<
(Kato obtained +20 XP)
Next question: how to disable tactical saving without the Ironman mode? This have to be a feature for one certain map - like T'Leth-Level#3.
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Next question: how to disable tactical saving without the Ironman mode? This have to be a feature for one certain map - like T'Leth-Level#3.
Not possible.
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I need Doomguy's corpse. But there's an error because of it when I click the 'next turn' button after destroyibg the Brain.
[09-10-2018_20-44-13] [FATAL] A fatal error has occurred: Segmentation fault. This usually indicates something missing in a mod.
[09-10-2018_20-44-13] [FATAL] ??
[09-10-2018_20-44-13] [FATAL] ??
[09-10-2018_20-44-13] [FATAL] 0x77677428 RtlKnownExceptionFilter
[09-10-2018_20-44-13] [FATAL] 0x77639e8f RtlInitializeExceptionChain
Having this corpse in anyone's inventory also leads to crash.
Everything allright if I delete this from Terrains.rul :
STR_CORPSE_SLAVE_DOOM:
- [4, 1, 0]
Also I can destroy this item - and there'll be no errors too.
What's the reason of this crash and how to fix it?
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if i had to guess i'd imagine it's a lacking or mis-defined geoscape corpse item
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What's the reason of this crash and how to fix it?
You can't put corpses (battleType=11) on the map as normal items... without an actual unit.
You have two options:
1. spawn a real unit, kill it and recover a corpse the usual way
2. spawn the corresponding geoscape item directly (STR_DOOMGUY_ARMOR_DMG), not the battlescape corpse (STR_CORPSE_SLAVE_DOOM)... you may need to set recover: true on such item if it doesn't have it, also maybe define width, height, sprites, etc. everything that a battlescape item needs
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Got it.
It works! Huzzah!
items:
- type: STR_D-GUY
size: 0.6
weight: 120
bigSprite: 9000
floorSprite: 9000
costThrow:
energy: 60
time: 30
flatThrow:
time: true
twoHanded: true
blockBothHands: true
invWidth: 2
invHeight: 3
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You really should not use sprite indices so high... you will get conflicts with other mods.
Use numbers lower than 1000.
From 200 to 999 should be safe in all situations.
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Changed both to 669. Wasn't easy cuz almost all of these numbers are used already.
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Changed both to 669. Wasn't easy cuz almost all of these numbers are used already.
Used by what? By your mod?
Cause if they are used by piratez, that doesn't matter, you can (and should) use the same numbers in your submod, there will be no conflicts, the engine takes care of that.
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Purrfect >^_^<
I have a race with 16 different members. How to assign them all with MapView2 unit types and node ranks? Or is there a way to spawn them at certain coordinates of certain map via rulesets?
Hmmm... Via rulesets - solved partially:
https://openxcom.org/forum/index.php/topic,6535.msg102193.html
But how to equip them?
And more: how to spawn a weapon charged with ammo?
items:
STR_SOME_WEAPON:
- [X, Y, Z] #it's empty - so, what to do next?
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I have a race with 16 different members. How to assign them all with MapView2 unit types and node ranks?
You can't - there's a technical limitation with to the .RMP data files where each node is assigned a single byte, so nodes can only have 8 ranks attributed to it. Any additional ranks greater than 7 are all spawn in nodes rank 0
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How to spawn enemy units with a certain sight directions? They're not intended to patrol - just standing at their posts and overwatching.
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How to spawn enemy units with a certain sight directions? They're not intended to patrol - just standing at their posts and overwatching.
It's not possible to spawn units in a certain direction. And you'll need to set their TUs to 0 if you don't want them to leave the location where they are spawned.
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How sad >_<
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Actually don't set their TUs to 0, since this may cause unforeseen effects... Set their Stamina to 0 instead.
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There's a relatively new OXCE armor tag that completely prevents unit movement:
armors:
- type: STR_ARMOR_THAT_DOESNT_MOVE
allowsMovement: false
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There's a relatively new OXCE armor tag that completely prevents unit movement:
armors:
- type: STR_ARMOR_THAT_DOESNT_MOVE
allowsMovement: false
Wow, neato. Thanks!
Is there any advantage this tag has over Stamina 0?
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Is there any advantage this tag has over Stamina 0?
You can still move up/down with stamina 0.
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You can still move up/down with stamina 0.
Right, makes sense for flying units (or if you spawn it on a lift). Thanks!
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Hmmm... Automatic turrets! Zero-Stamina is really make sence. Or the armor that doesn't move... There's some ideas for Kato >^_^<
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Also allows you to use Dioxine's vehicle stamina trick - limiting weapons fire by requiring large amounts of energy instead of TUs, so you can have a turret that can use most of its TUs turning and still get a shot or two while not worrying about it being able to fire way too many times per turn.
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Actually don't set their TUs to 0, since this may cause unforeseen effects...
And the units wouldn't be able to shoot, if they are turrets