OpenXcom Forum
Modding => Work In Progress => Topic started by: Fat_Pokemon on June 12, 2013, 01:05:33 pm
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Hello people of the fourm.
I'm a newcomer here, but i've been playing X-Com since it existed in the 90's.
After looking around on the fourms here i couldn't find anything like a tutorial on how to actually mod openXcom. Does one actually exist? If so, a direction towards it would be really appricated.
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Download some mod already done, and just tweak it. Basically you can change ruleset, adding new items, gfx, sounds, etc.
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So there is no real tutorial?
Dang... well i guess that will have to do.
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the modability features are still being developed, hence the lack of documentation, but if you'd like to write a guide, i'd like to help you.
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I've got a pretty cool idea for a mod, and I'm now not working tomorrow (had to change my days), so if you're about on IRC, Warboy, I'll try and pop on and we can go through making my mod, and I'll document it as we go
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Quick question if that's ok.
Is there any way to set the max range of a weapon if possible? All i can see in the values of the ruleset file is either firearm or melee.
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just go ahead and define a maxRange: in your ruleset, if functionality for it doesn't exist yet, it will soon, i need it too :P
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Hello, me again on the same day.
I've built myself a ruleset to create a new research item, manufacturing item, UFOpedia entry for that item, and the item itself for combat.
With that in mind, where do the files the game relate to in the openxcom directory (The so called STR entries)? I can't find them anywhere.
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they're the .lng files in data/language, but you don't need to edit those, you can define extraStrings in the ruleset.
for example:
extraStrings:
- type: English
strings:
STR_SNIPER_RIFLE: Sniper Rifle
STR_SNIPER_RIFLE_CLIP: Sniper Rifle Clip
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Ah.. so that's what that is for. Thanks ;D
--- posts merged ---
After researching and building my new weapon that i've created, i try putting it inside a skyranger so it could be used for a mission.
It doesn't appear. I check my base's inventory to see if it does exist, which it does. Am i doing something wrong?
- type: STR_WEAPON_EXAMPLE
size: 0.1
invWidth: 2
invHeight: 2
weight: 2
battleType: 1
power: 80
damageType: 6
armor: 10
clipSize: 3
maxRange: 5
attraction: 1
accuracySnap: 50
accuracyAimed: 65
tuSnap: 30
tuAimed: 50
costSell: 28000
bigSprite: -1
floorSprite: -1
handSprite: -1
bulletSprite: -1
fireSound: -1
hitSound: -1
(Note, the sprite hasn't been made yet)
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you need to define a bigsprite or it won't show up.
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Ah.. ok then. Thanks, i'll give that a go. I'll just use a placeholder for now from another item.
*Edit* Hmm... i've gotten it to appear in battle now, so that's good progress for me, however i got 2 issues with my weapon.
1 - Is there a way to give it limited ammo without using a ammo clip of some sort?
2 - The UFOpedia screen doesn't even notice my new item, dispite a profile created via code for it
ufopaedia:
- id: STR_WEAPON_EXAMPLE
type_id: 4
section: STR_WEAPONS_AND_EQUIPMENT
requires:
- STR_WEAPON_EXAMPLE
text: STR_WEAPON_EXAMPLE_UFOPEDIA
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1: i'll fix this, your item definition shouldn't need changing.
2:
ufopaedia:
- id: STR_WEAPON_EXAMPLE
type_id: 4
section: STR_WEAPONS_AND_EQUIPMENT
requires:
- STR_WEAPON_EXAMPLE_RESEARCH_TOPIC
text: STR_WEAPON_EXAMPLE_UFOPEDIA
the "requires" section refers to the associated research topic. maybe that's the problem?
also, you might want to add list weights.
Toshiaki's Sniper Rifle (https://openxcom.org/forum/index.php/topic,1267.0.html)
is inserted into lists after "rifle clip"
every item has a list weight, starting at 100, and going up by increments of 100 for every item defined, so for example, rifle clip is 2200, laser rifle is 3600 and so on.
set your item's weight to something above that of the item you want it to appear below. (for example 2201)
the following items have list weights:
facilities,
crafts,
items (and by extension, craft weapons and soldier armors),
research topics,
manufacturing projects,
ufopaedia entries.
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Alrighty.. that fixed my UFOpedia problem. Thanks mate.
Just a quick question before i retire this morning (4am here). What's the list weight of a stun rod?
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stun rod:
item: 4500 (it's the 45th item listed in the ruleset)
ufoPaedia: 4700 (it's the 47th ufopaedia entry in the ruleset)
--- posts merged ---
Quick question if that's ok.
Is there any way to set the max range of a weapon if possible? All i can see in the values of the ruleset file is either firearm or melee.
just added this.