OpenXcom Forum

Modding => Work In Progress => Topic started by: Falko on June 27, 2014, 12:53:29 am

Title: Make the world a brighter place - Elerium flare
Post by: Falko on June 27, 2014, 12:53:29 am
Put 2 elerium and an old fashioned Flare together stir clockwise 3 times, widdershins 2 times, shake it and tada - your tool for a brighter world - the elerium flare :)
[works only correct with the latest nightly! older builds see strange colors near the flare thx@SupSuper for the fast fix]
Title: Re: Make the world a brighter place - Elerium flare
Post by: Aldorn on June 27, 2014, 01:11:02 am
May be useful...
Title: Re: Make the world a brighter place - Elerium flare
Post by: robin on June 27, 2014, 01:21:48 am
very interesting
Title: Re: Make the world a brighter place - Elerium flare
Post by: Ishmaeel on June 27, 2014, 08:34:39 am
Nice and "shiny", thanks. I added the Turkish translation. Needed to convert the file to UTF-8, so I'm attaching the whole file.

Also, I was curious how it looked before the fix, so I downgraded for a screenshot. Funny stuff:
https://i.imgur.com/J8gdfJB.png (https://i.imgur.com/J8gdfJB.png)
Title: Re: Make the world a brighter place - Elerium flare
Post by: Hobbes on June 27, 2014, 01:36:32 pm
Nice and "shiny", thanks. I added the Turkish translation. Needed to convert the file to UTF-8, so I'm attaching the whole file.

Also, I was curious how it looked before the fix, so I downgraded for a screenshot. Funny stuff:
https://i.imgur.com/J8gdfJB.png (https://i.imgur.com/J8gdfJB.png)

Octopus ink flare? ;)
Title: Re: Make the world a brighter place - Elerium flare
Post by: Falko on June 27, 2014, 01:43:42 pm
its "negative shadow" there are no light sources bigger than 15 and if you put a bigger lightsource somewhere the shadow visualisation goes to the wrong colors
i suppose now we can have lightsources > 15 for e.g. map items (nightmission in a soccer stadium floodlightning map - anyone?)
Title: Re: Make the world a brighter place - Elerium flare
Post by: yrizoud on June 27, 2014, 02:13:24 pm
Default lightsources would be lovely for night terror missions. See a civilian cross under a far street lamp and disapear, hear a scream. Next turn, see a zombie walking back under the same lamp.
Title: Re: Make the world a brighter place - Elerium flare
Post by: Hobbes on June 27, 2014, 02:15:15 pm
Default lightsources would be lovely for night terror missions. See a civilian cross under a far street lamp and disapear, hear a scream. Next turn, see a zombie walking back under the same lamp.

Logical conclusion: shoot the civilian before it crosses the road.
Title: Re: Make the world a brighter place - Elerium flare
Post by: MKSheppard on June 27, 2014, 02:19:58 pm
Nice!

I asked for something kind of like this a while ago.

Is there any chance we can see a time limit attached to flares? e.g. provide light for x amount of turns, or would that require too much coding changes?
Title: Re: Make the world a brighter place - Elerium flare
Post by: Falko on June 27, 2014, 02:27:05 pm
light with timeout is called incendiary ammo :)
i used the IC grenades with the grenade launcher but 2-3  rounds light (without firing into flammable tiles) was not enough for me so i made this
Title: Re: Make the world a brighter place - Elerium flare
Post by: Solarius Scorch on June 27, 2014, 02:36:01 pm
Code: [Select]
  - type: pl-PL
    strings:
      STR_ELECTRO_FLARE_ELERIUM: Flara eleryjna
Title: Re: Make the world a brighter place - Elerium flare
Post by: Aldorn on June 27, 2014, 04:05:01 pm
French

Code: [Select]
  - type: fr
    strings:
      STR_ELECTRO_FLARE_ELERIUM: Balise Lumineuse Elerium
Title: Re: Make the world a brighter place - Elerium flare
Post by: SenniTrebor on June 27, 2014, 05:30:22 pm
Logical conclusion: shoot the civilian before it crosses the road.
Yes, but why did the civilian cross the road.....
Title: Re: Make the world a brighter place - Elerium flare
Post by: Aldorn on June 27, 2014, 07:41:29 pm
Nice!

I asked for something kind of like this a while ago.

Is there any chance we can see a time limit attached to flares? e.g. provide light for x amount of turns, or would that require too much coding changes?
You're right
Title: Re: Make the world a brighter place - Elerium flare
Post by: Hobbes on June 29, 2014, 10:21:11 pm
Yes, but why did the civilian cross the road.....

It got curious about the Elerium flare on the other side...
Title: Re: Make the world a brighter place - Elerium flare
Post by: Aldorn on June 29, 2014, 10:57:47 pm
Make the world a brighter place... and create shadows !

I was sure to have caused a new bug.... but no

Did you see that your Elerium flares are so powerful that unused flares lying on the skyranger's ground create shadows on landing area even during the day

Title: Re: Make the world a brighter place - Elerium flare
Post by: Unknown Hero on June 29, 2014, 11:34:53 pm

Quote
Quote from: MKSheppard on June 27, 2014, 02:19:58 pm

    Nice!

    I asked for something kind of like this a while ago.

    Is there any chance we can see a time limit attached to flares? e.g. provide light for x amount of turns, or would that require too much coding changes?

Quote
You're right

I agree, thus the player has tactic choice to use standard Electro Flares, less light but for the entire combat, or Elerium Flares, more light but light fades each turn (ex:  -15%/-20%  per turn) and for a limited number of turns (ex: 5-6 turns).

Title: Re: Make the world a brighter place - Elerium flare
Post by: Falko on June 29, 2014, 11:41:50 pm
i see no way to make time-limited lightsource
my intention was creating the choice between cheap flares and better but expensive flares for people with to much money/elerium (and who prefer shooting to HE-weapons)

for timelited lightsource with ~3 rounds you got fire (it even get less with time) better to make the time fire burns modable  (so one can make it turns=power/10?)
Title: Re: Make the world a brighter place - Elerium flare
Post by: Unknown Hero on June 30, 2014, 12:05:09 am
And why not an additional Elerium Flare type, substantially the same illumination as an Electro Flare, or just a little more, but also explosion proof (to a certain level).
Title: Re: Make the world a brighter place - Elerium flare
Post by: Falko on June 30, 2014, 12:24:11 am
i increase the armor of the flare a little bit but not enough to withstand grenades that are dropped directly on the flare
you can increase that if you want an (almost) indestructible flares
Title: Re: Make the world a brighter place - Elerium flare
Post by: moriarty on June 30, 2014, 12:40:31 pm
i see no way to make time-limited lightsource

Hmmm... just an idea, but is it possible to give the "emits light" ability to other objects? Maybe we could make a "grenade" that emits light and "explodes" (with strength 0) after a few turns?
Title: Re: Make the world a brighter place - Elerium flare
Post by: Falko on June 30, 2014, 12:58:51 pm
adding ligning to other objects i currently not in the code and you cant create an always primed grenade :(
or i would have made a mission where the alien leader has a preprimed megabomb in his pocket that destroys  the whole battelscape so you have to finish the missione in XX turns
Title: Re: Make the world a brighter place - Elerium flare
Post by: moriarty on June 30, 2014, 01:19:12 pm
adding ligning to other objects i currently not in the code and you cant create an always primed grenade :(
or i would have made a mission where the alien leader has a preprimed megabomb in his pocket that destroys  the whole battelscape so you have to finish the missione in XX turns

Sooo... that sounds like two very useful suggestions
- make it possible to add "light" to any object
- make it possible to add fixed timers to things