OpenXcom Forum
Modding => Help => Topic started by: Vangrimar1 on July 17, 2018, 05:02:59 pm
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I want to create a retribution mission for a new race. There are two problems: 1. A battleship is constantly flown on a mission instead of the ship that I put. 2. I can not change weapons from enemies to their own, all with plasma weapons.
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So, how exactly are we supposed to find problems with your mod/ruleset if we don't have access to it?
1. Changing retaliation UFO (possible in OXC):
alienMissions:
- type: STR_ALIEN_RETALIATION
spawnUfo: STR_MEDIUM_SCOUT # Spawned for the final retaliation run
2. Changing weapon loadout and alien crew (requires OXCE):
ufos:
- type: STR_MEDIUM_SCOUT
missionCustomDeploy: STR_SMALL_SCOUT #override mission default weapon deployment for all races, just 1 teensy alien
raceBonus:
STR_FLOATER:
missionCustomDeploy: STR_MEDIUM_SCOUT #for floater race allow a few more
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I use the X-Files of the latest version + my plug-in mod.
ufos:
- type: STR_RETALATOR_CULTHELICOPTER #вертолет ответного удара
missionCustomDeploy: STR_CULTHELICOPTER #override mission default weapon deployment for all races, just 1 teensy alien
raceBonus:
STR_CHURCH_OF_DAGON:
missionCustomDeploy: STR_RETALATOR_CULTHELICOPTER #for floater race allow a few more
STR_EXALT:
missionCustomDeploy: STR_RETALATOR_CULTHELICOPTER #for floater race allow a few more
STR_ZSRR:
missionCustomDeploy: STR_RETALATOR_CULTHELICOPTER #for floater race allow a few more
STR_BLACK_LOTUS:
missionCustomDeploy: STR_RETALATOR_CULTHELICOPTER #for floater race allow a few more
alienMissions:
- type: STR_CULT_RETALIATION
spawnUfo: STR_RETALATOR_CULTHELICOPTER # Spawned for the final retaliation run
alienDeployments:
- type: STR_CULTHELICOPTER
data:
- alienRank: 3
lowQty: 2
highQty: 2
dQty: 2
percentageOutsideUfo: 20
itemSets:
-
- STR_COLT45
- STR_COLT45_CLIP
- STR_COLT45_CLIP
- STR_MACHETE
-
- STR_COLT45
- STR_COLT45_CLIP
- STR_COLT45_CLIP
- STR_COMBAT_KNIFE
-
- STR_GLOCK_18
- STR_GLOCK_18_CLIP
- STR_GLOCK_18_CLIP
- STR_GLOCK_18_CLIP
-
- STR_COLT_COMMANDO
- STR_MP40_CLIP
- STR_MP40_CLIP
-
- STR_RIFLE_M16
- STR_RIFLE_M16_CLIP
- STR_RIFLE_M16_CLIP
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- STR_COLT45
- STR_COLT45_CLIP
- STR_COLT45_CLIP
- STR_MACHETE
-
- STR_CALICO
- STR_CALICO_CLIP
- STR_CALICO_CLIP
- STR_COMBAT_KNIFE
-
- STR_GLOCK_18
- STR_GLOCK_18_CLIP
- STR_GLOCK_18_CLIP
- STR_GLOCK_18_CLIP
-
- STR_UZI
- STR_UZI_CLIP
- STR_UZI_CLIP
- STR_ELECTRIC_CLUB
-
- STR_RIFLE_M16
- STR_RIFLE_M16_CLIP
- STR_RIFLE_M16_CLIP
- alienRank: 2
lowQty: 2
highQty: 2
dQty: 0
percentageOutsideUfo: 20
itemSets:
-
- STR_COLT_COMMANDO
- STR_MP40_CLIP
- STR_MP40_CLIP
-
- STR_RIFLE_M16
- STR_RIFLE_M16_CLIP
- STR_RIFLE_M16_CLIP
-
- STR_MAGNUM
- STR_MAGNUM_DRUM
- STR_MAGNUM_DRUM
- STR_MAGNUM_DRUM
-
- STR_GRENADE_LAUNCHER
- STR_LAUNCHER_FRAG
- STR_LAUNCHER_FRAG
- STR_LAUNCHER_INC
- STR_LAUNCHER_INC
-
- STR_RIFLE_M16
- STR_RIFLE_M16_CLIP
- STR_RIFLE_M16_CLIP
-
- STR_RIFLE_M16
- STR_RIFLE_M16_CLIP
- STR_RIFLE_M16_CLIP
-
- STR_M60
- STR_M60_CLIP
- STR_M60_CLIP
-
- STR_MAGNUM
- STR_MAGNUM_DRUM
- STR_MAGNUM_DRUM
- STR_MAGNUM_DRUM
-
- STR_GRENADE_LAUNCHER
- STR_LAUNCHER_FRAG
- STR_LAUNCHER_FRAG
- STR_LAUNCHER_INC
- STR_LAUNCHER_INC
- alienRank: 1
lowQty: 1
highQty: 1
dQty: 0
percentageOutsideUfo: 0
itemSets:
-
- STR_RIFLE_M16
- STR_RIFLE_M16_CLIP
- STR_RIFLE_M16_CLIP
-
- STR_DESERT_EAGLE
- STR_DESERT_EAGLE_CLIP
- STR_DESERT_EAGLE_CLIP
- STR_COMBAT_KNIFE
-
- STR_GRENADE_LAUNCHER
- STR_LAUNCHER_FRAG
- STR_LAUNCHER_FRAG
- STR_LAUNCHER_INC
- STR_LAUNCHER_INC
-
- STR_HK_MK23_SOCOM
- STR_HK_MK23_SOCOM_CLIP
- STR_HK_MK23_SOCOM_CLIP
- STR_COMBAT_KNIFE
- STR_HIGH_EXPLOSIVE
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- STR_M83_BARETT
- STR_M83_BARETT_CLIP
- STR_M83_BARETT_CLIP
-
- STR_RIFLE_M16
- STR_RIFLE_M16_CLIP
- STR_RIFLE_M16_CLIP
-
- STR_DESERT_EAGLE
- STR_DESERT_EAGLE_CLIP
- STR_DESERT_EAGLE_CLIP
- STR_COMBAT_KNIFE
-
- STR_GRENADE_LAUNCHER
- STR_LAUNCHER_FRAG
- STR_LAUNCHER_FRAG
- STR_LAUNCHER_INC
- STR_LAUNCHER_INC
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- STR_HK_MK23_SOCOM
- STR_HK_MK23_SOCOM_CLIP
- STR_HK_MK23_SOCOM_CLIP
- STR_COMBAT_KNIFE
- STR_HIGH_EXPLOSIVE
-
- STR_M83_BARETT
- STR_M83_BARETT_CLIP
- STR_M83_BARETT_CLIP
width: 40
length: 40
height: 6
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Еnemies come in accordance with the race, but all armed with plasma weapons, and not what I put. The number of enemies corresponds to the battleship and does not change.
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Any ideas?
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Any ideas?
missionCustomDeploy: STR_RETALATOR_CULTHELICOPTER
should be
missionCustomDeploy: STR_CULTHELICOPTER
?
PS: if it doesn't help, please upload the whole mod as zip and also a save just before the mission
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Damn, I do not understand the error! >:( The race is changing and the weapon is not. Is there a ready-made example of changing the missions of retribution? As in the X-pirates?
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Damn, I do not understand the error! >:( The race is changing and the weapon is not. Is there a ready-made example of changing the missions of retribution? As in the X-pirates?
Why do you refuse to upload your mod?
I can't tell you what's wrong if I don't see it...
I made a small mod for you, see attached that does what you want + a save just before base defense.
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Perhaps the problem is in my settings, since your mod works. I load my mod. It requires X-com files to work. Two save, one on the globe, the other on the base. On the globe, the attack script is already running, you need to wait. Please help me figure it out.
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Perhaps the problem is in my settings, since your mod works. I load my mod. It requires X-com files to work. Two save, one on the globe, the other on the base. On the globe, the attack script is already running, you need to wait. Please help me figure it out.
Your mod load order is wrong... first your mod is loaded, then XCF is loaded (and overwrites your changes... where both of you modify the same thing and there is a conflict).
You need to put your mod BELOW the XCF, see screenshot.
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Yes, it worked! :) But I did not fully understand the mechanics of the mission of retaliation. I do not want my changes to affect aliens' retaliation missions. That is, aliens must continue to fly on battleships with plasma weapons.
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So they fly on UFOs with plasma weapons, but when they land in your base they switch to something else? What sense does that make??
Anyway, can be done like this:
ufos:
- type: STR_MY_UFO # deployment when crashed/landed
missionCustomDeploy: STR_MY_WEAK_WEAPONS # deployment when attacking base
alienDeployment:
- type: STR_MY_UFO
data:
- alienRank: 5
<snip>
itemSets:
-
- STR_STRONG_GUN
- STR_STRONG_CLIP
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- STR_STRONG_GUN
- STR_STRONG_CLIP
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- STR_STRONG_GUN
- STR_STRONG_CLIP
- type: STR_MY_WEAK_WEAPONS
data:
- alienRank: 5
<snip>
itemSets:
-
- STR_WEAK_GUN
- STR_WEAK_CLIP
-
- STR_WEAK_GUN
- STR_WEAK_CLIP
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- STR_WEAK_GUN
- STR_WEAK_CLIP
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So they fly on UFOs with plasma weapons, but when they land in your base they switch to something else? What sense does that make??
Hmm, maybe they're Yautja (Predators) who always choose weaponry relevant to the prey, as to not overwhelm it? :)
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Probably opposite could have more sens, they fly with pistols and maybe with couple of rifles but when attaching they switch to heavy gear.
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Hmm, maybe they're Yautja (Predators) who always choose weaponry relevant to the prey, as to not overwhelm it? :)
When everything else fails, label the irrational behavior you're trying to sell as 'alien honor' ;)
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I guess I did not write correctly. ??? The idea was to create a separate retribution mission for cults from the X-Files. Just like the early attacks of the academy in X-pirates. And the sectoids let them continue to fly on their battleships with plasma rifles. ;D
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I guess I did not write correctly. ??? The idea was to create a separate retribution mission for cults from the X-Files. Just like the early attacks of the academy in X-pirates. And the sectoids let them continue to fly on their battleships with plasma rifles. ;D
Early cults are too insignificant to pull something like this.
Later cults, though... Some do it already.
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I want to ask about the mission of infiltration of aliens: how to correctly change the settings, so that all waves of ships and the creation of the base remained, but there was no separation of the country? Is it planned to return the country after the pact with the aliens?
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I want to ask about the mission of infiltration of aliens: how to correctly change the settings, so that all waves of ships and the creation of the base remained, but there was no separation of the country?
For this you can just copy STR_ALIEN_BASE mission.
Is it planned to return the country after the pact with the aliens?
No.
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And what exactly and where to copy?
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And what exactly and where to copy?
I am just saying that Infiltration mission without a pact is the same as Alien Base mission... so you can completely replace everything in the infiltration mission with everything from alien base mission.
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There was a problem with adding a mission, it does not appear on the globe. In a fast battle, everything works. Please help to find out the reason.
alienDeployments:
- type: STR_GOPSTOP
civilians: 5
width: 50
length: 50
height: 6
alert: STR_ALERT_GOPSTOP
alertBackground: BACK03.SCR
alertDescription: STR_GOPSTOP_DESCRIPTION
briefing:
palette: 2
music: GMENBASE
showTarget: false
desc: STR_GOPSTOP_BREEFING
music:
- TENKA_RAZOR
markerName: STR_GOPSTOP
duration: [90, 110]
despawnPenalty: 50
civiliansByType:
STR_MALE_VIP: 1
STR_MALE_CIVILIAN_BODYGUARD: 1
STR_POLICEMAN: 1
STR_POLICEWOMAN: 1
terrains:
- URBAN
- DAWNURBAN
- DUSKURBAN
- PORTURBAN
- INDUSTRIALURBAN
- RAILYARDURBAN
- NATIVEURBAN
- NATIVEURBANROAD
- COMRCURBAN
- PORTTFTD
data:
- alienRank: 5
lowQty: 4
highQty: 4
dQty: 0
percentageOutsideUfo: 100
itemSets:
-
- STR_KNIFE
- STR_STIMULANT
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- STR_BASEBALL_BAT
- STR_X_CIGS
- STR_MONEY_5000
- STR_MONEY_5000
-
- STR_MACHETE
- STR_MONEY_5000
-
- STR_MACHETE
- STR_PAINKILLER
- STR_MONEY_5000
- STR_X_VODKA
-
- STR_WOODEN_CLUB
- STR_MOLOTOV
-
- STR_KNIFE
- STR_MONEY_5000
-
- STR_PISTOL_LT
- STR_PISTOL_LT_CLIP
- STR_BEER
- STR_MONEY_5000
- STR_MONEY_5000
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- STR_KNUCKLES
- STR_BEER
- STR_MONEY_5000
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- STR_CROWBAR
- STR_X_VODKA
- STR_MONEY_5000
- STR_MONEY_5000
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- STR_SHOTGUN
- STR_SHOTGUN_SHELLS
- STR_MOLOTOV
- STR_X_CIGS
alienMissions:
- type: STR_GOPSTOP_CULT
objective: 3
spawnZone: 0
raceWeights:
0:
STR_POSTAL: 100
waves:
- ufo: dummy
count: 1
trajectory: CA_SPAWN
timer: 2000
objective: true
missionScripts:
- type: earlyGOPSTOP
firstMonth: 0
executionOdds: 100
missionWeights:
0:
STR_GOPSTOP_CULT: 100
useTable: false
regionWeights:
0:
REGION_GOPNIC: 100
startDelay: 0
randomDelay: 43500
globe:
textures:
- id: -5000
deployments:
STR_GOPSTOP: 100
regions:
# START OF MADMAN RAMPAGE CITIES
- type: REGION_GOPNIC
missionZones:
-
#NORTH AMERICA
- [286.125, 286.125, -40.75, -40.75, -1000, STR_NEW_YORK]
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globe:
textures:
- id: -5000
deployments:
STR_GOPSTOP: 100
regions:
#NORTH AMERICA
- [286.125, 286.125, -40.75, -40.75, -1000, STR_NEW_YORK]
You have the wrong texture assigned to STR_NEW_YORK
alienMissions:
- type: STR_GOPSTOP_CULT
objective: 3
spawnZone: 0
raceWeights:
0:
STR_POSTAL: 100
waves:
- ufo: dummy
count: 1
trajectory: CA_SPAWN
You need to define the ufoTrajectory CA_SPAWN
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Is it planned to return the country after the pact with the aliens?
this was implemented in the meantime... peer pressure
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You have the wrong texture assigned to STR_NEW_YORK
You need to define the ufoTrajectory CA_SPAWN
All values from the X-Files mod, I did not change them. I completely copied them and transferred them to my mod. Probably a mistake somewhere else.
Thanks to Meridian for the opportunity to return the country to the X-COM project.
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All values from the X-Files mod, I did not change them. I completely copied them and transferred them to my mod. Probably a mistake somewhere else.
Hobbes is right.
If you copied it... then you didn't copy enough (or too much).
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globe:
текстуры:
- id: -5000
развертываний:
STR_GOPSTOP: 100
регионов:
#NORTH AMERICA
- [286.125, 286.125, -40.75, -40.75, -1000, STR_NEW_YORK]
Understood what the error is, the mismatch id of the textures. Now everything works. Thanks for the help.