aliens

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Yankes

Pages: [1] 2 3 ... 212
1
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: Today at 11:48:55 am »
Small breaking change OXCE 7.12.7 with recent script hook, I fix typo in one script arg.

2
Basic info about script is available here: https://www.ufopaedia.org/index.php?title=Script_(OpenXcom)

For functionality, yes, you can return arbitrary price, this mean disable default scaling, add custom scalling is possible too.
Scripts hooks itself expose:

`cost_current` -> current cost, after difficulty coefficient and possible change by other scripts hooks
`cost_base` -> original cost from item ruleset
`difficualty_coefficient` -> difficulty multiplier,

to have always control over default behavior.

[ps]

I see I make typo in `difficualty_coefficient`, I probaby soon push new version that will fix it as there is not lot of mods that depend on this.

3
This should be available in OXCE 7.12.6

Code: [Select]
extended:
  scripts:
    sellCostItem:
      - offset: 12
        code: |
          var ptr Time t;
          geoscape_game.getTime t;
          t.getDaysPastEpoch cost_current;
          mod cost_current 100;
          add cost_current 100;
          return cost_current;
This is very dumb version that set all items cost to values from 100 to 200 based on current day.

4
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: May 12, 2024, 06:13:19 pm »
@Ethereal I do not look on this part of code but I would guess that only direct damage give exp, commendations are separate mechanic that have different way to track kills, and this is why behind difference.

On other hand, I push new script hooks for items buy and sell prices, now you can arbitrary change price of any item (global date can affect price too!)
If someone will be determined it could add daily fluctuation of prices that will change at "random" each day (but two cravats, you need roll your own "random" logic as game random is not available in this hook and yours sells do not affect  price as its not exposed to script yet).

5
OXCE Support Y-scripts / Re: Reshading BattleUnits
« on: May 12, 2024, 01:17:17 am »
Objects cast shadow under it and make tile darker than rest of map. And this can stack and make places more dark.

6
OXCE Support Y-scripts / Re: Reshading BattleUnits
« on: May 12, 2024, 01:02:18 am »
What if unit is in dark place during day?

7
OXCE Support / Re: Starting base available space question
« on: May 10, 2024, 12:57:59 pm »
No, this need be in hangar as storage difference is because of how OXCE handle crafts weapons.
Beside hangar as build is fine to store anything by definition (as it can easy store whole craft with all hardware need to support it).

If you do not like it, make mod and change it.

8
Also, alcohol should need some time to mature, without runts' involvement. :)
but should reserve space too, then question is when space req should be checked?

9
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: May 04, 2024, 06:51:50 pm »
there is no possibility for `.sh` file, as this is BASH script not binary, OXCE can only be binary.

10
OXCE Bugs / Re: [Bug] Survey Ship and Escort (TFTD)
« on: May 02, 2024, 04:00:39 pm »
How this is "OXCE bug" if original have exacly same behavior? How it could be even be OXC bug? if you do not like OG behavior change it yourself.

11
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: April 26, 2024, 04:33:48 pm »
There is global limit for max light radius for units, it could be possible by default be around 20.

12
Help / Re: AI unit immune to zombification?
« on: April 24, 2024, 02:13:38 am »
Not immune, more "zombifaction do not apply". If alien try apply this effect on another alien effect is canceled.
Any other combination should work, player vs alien, civilian vs alien, player vs civilian.
If this behavior is not wanted, scripts can always override it (`to_transform`)  or even replace by custom logic (`unit.setSpawnUnit`).

13
OXCE Bugs / Re: Zigzag?
« on: April 21, 2024, 05:33:46 pm »
I too do not see point in crippling pathfidning, beside as I previously said for short paths game try keep straight paths.
If you want have more control move units in short steps.

14
40k / Re: ROSIGMA 40k failed to load
« on: April 18, 2024, 11:37:56 am »
This is mod issue as log clearly say

[ps]

best post it in ROSIGMA dedicated error thread

15
OXCE Bugs / Re: Zigzag?
« on: April 12, 2024, 05:19:29 pm »
This is only bug if cost moving in straight line is smaller, if cost is bigger then this is feature as allows unit do more after reaching destination (more TU left to shoot or kneel).

Pages: [1] 2 3 ... 212