OpenXcom Forum
Modding => Work In Progress => Topic started by: Biggieboy on March 19, 2019, 09:03:17 pm
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Heavy Plasma with Blaster Launcher!
Download from here: https://openxcom.mod.io/heavy-plasma-blaster
Version 1. (worked, testing):
Heavy Plasma: Aimed + Snap shot
Blaster Launcher without waypoints
Version 2. (future plan, Yankes working on OXCE function - its work now, 03.18. Thanx for Yankes)
Heavy Plasma: Snap Shot + Autoshot
Blaster Launcher with waypoints
(https://openxcom.org/forum/index.php?action=dlattach;topic=7040.0;attach=42160)
(https://i.imgur.com/hlMJ6qX.gif)
Progress:
Items: Done
Graphics: Done (Thanx for The Reaver of Darkness)
Research: Done
Manufacture: Done
Ufopeadia: English - Done, Hungarian - Done
Now testing!
Future plan:
More projectiles:
- Stun
- Incendiary
- Flash
- Smoke
Thanx for: Meridian, Yankes, The Reaver of Darkness, ohartenstein23, Solarius Scorch
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You can try version2 with new oxce: https://lxnt.wtf/oxem/builds//Extended/Extended-5.3.2-c2ef35815-2019-03-18-win32.7z
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Yes, i think its work!
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I love this idea, i want to implement this in my mod also :)
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I love this idea, i want to implement this in my mod also :)
If im done, you can :)
Other thinks (for everybody):
How research?
I dont wanna complicate the research, you have the heavy plasma and the blaster launcher, you can search this.
v1 reseacrh and after v2? or both at same time? Or just 1 version?
How made the manufacture?
Only with elerium and alien alloys, or 1 Heavy plasma and 1 Blaster Launcher and few elerium with alien alloys (like a fusion)?
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Would you like to do a terrestrial version with rifle and either HC-HE (though in that case I assume there needs to exists a single round HC-HE clip)?
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How will the AI decide to use this weapon?
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How made the manufacture?
Only with elerium and alien alloys, or 1 Heavy plasma and 1 Blaster Launcher and few elerium with alien alloys (like a fusion)?
I think just adding the two weapons' material components together should work.
Based on vanilla: $212,000 for parts, 2,200 Engineer Hours, 2 Alien Alloy
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How will the AI decide to use this weapon?
Good question. How can use the alien this weapon?
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They will use it only as launcher
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They will use it only as launcher
Won't they also react fire with it if they have enough TUs?
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I do not check this part of code. Overall my change do not touch AI, if previous version work then it work now, if not, then do not work.
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I do not check this part of code. Overall my change do not touch AI, if previous version work then it work now, if not, then do not work.
Without adding some smart AI code, can we get something simple like, If combi-weapon is in use, Alien will use alternate shot X% percentage of time if ammo is available ( where X can be adjusted by Modder to suit design). I would like to see this concept use with other weapons types also,EG: shotgun, flame thrower, Stun rods etc.
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Alien AI architecture does not work this way.
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Alien AI architecture does not work this way.
Alien use only snap shot? Or sometime aimed or autoshot?
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Alien use only snap shot?
no
Or sometime aimed or autoshot?
yes
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no
yes
So, if changed Aimed/Auto shot to Missile Launcher, alien can use it (just the name changed, not the function). Because its same weapon, and alien "think" its auto shot or aimed shot. Right?
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So, if changed Aimed/Auto shot to Missile Launcher, alien can use it (just the name changed, not the function). Because its same weapon, and alien "think" its auto shot or aimed shot. Right?
Why don't you just try?
For me aimed shot and launch missile are two completely different types of actions... I don't see how AI would be able to set up waypoints while trying to perform an aimed shot.
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Why don't you just try?
For me aimed shot and launch missile are two completely different types of actions... I don't see how AI would be able to set up waypoints while trying to perform an aimed shot.
Waypoints work only in Aimed Shot, if Auto shot changed to Blaster Launcher, its not work the waypoint, so only a simpe launcher. But yes, when im done, we can try :)
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I was being ironic... you don't need to actually try it... it doesn't work.
AI has no concept of hybrid weapons. A weapon is either a firearm or a launcher for the AI, not both.
I am answering your (and luke83's) questions as well as I can, but you are both just asking the wrong questions. The AI does not work the way you think it works. There are no "simple" workarounds as suggested above. And the AI certainly doesn't know anything automatically, it needs to be painfully taught everything, no matter how simple and obvious it looks to a human player.
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This looks awesome, I was just wondering if I could add something like this to my game. If the aimed shot was just a normal direct shot without waypoints, the AI would be able to deal with that right? I.e. it can deal with different shots having different ammunition type in general?
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This looks awesome, I was just wondering if I could add something like this to my game. If the aimed shot was just a normal direct shot without waypoints, the AI would be able to deal with that right? I.e. it can deal with different shots having different ammunition type in general?
I can made ammunition without waypoints and test it how works with in aliens hand. But now i have some problems with amunnition sprites, so i working on that.
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I got you some weapon floorob and handobs.
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I got you some weapon floorob and handobs.
Oh my God, thank you! Very good lookin'!!!
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Would you like to do a terrestrial version with rifle and either HC-HE (though in that case I assume there needs to exists a single round HC-HE clip)?
Like this?
(https://i.pinimg.com/originals/c0/d4/72/c0d472a74320181f22233fb59ef4a112.jpg)
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Exactly... and then give it to a rookie :D
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I think just adding the two weapons' material components together should work.
Based on vanilla: $212,000 for parts, 2,200 Engineer Hours, 2 Alien Alloy
I thinking, and its too easy. This weapon its very OP.
The manufacture need Heavy Plasma and Blaster Launcher too. And i made 2 other new resources (for ammunition too). So the manufacture its chained.
This is now:
Heavy Plasma + Blaster Launcher = Heavy Plasma Blaster.v1
Heavy Plasma Blaster.v1 + Weapon Control System = Heavy Plasma Blaster.v2
1 Blaster Bomb = 2 Small Blaster Bomb.v1
1 Small Balster Bomb.v1 + Projectile Control System = 1 Small Blaster Bomb.v2
maybe some elerium and alloy
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Exactly... and then give it to a rookie :D
Okey, with unlimited ammunition too :D
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Like this?
Exactly!
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Exactly!
First i wanna done this mod (i hope today). And after need pictures for this weapon. Other mods doesnt see this weapon?
First version released here: https://openxcom.mod.io/heavy-plasma-blaster
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Next update:
- New graphics and more ammos!
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btw Recently I push changes to UFOpaedia that have better support multi ammo slot weapons.
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btw Recently I push changes to UFOpaedia that have better support multi ammo slot weapons.
Great, thank you!
And graphics update and more plan :)
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I'm using heavy plasma blaster in my current game of hardmode expansion and have noticed if I update to latest OXCE of 18/06/19 the mod fails to load as it says the sprite number exceeds the 1000 limit set in "bigobs".pck. It still works with OXCE of 19/05/19.
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Wrong log attached, it says everything loaded correctly.
But indeed the mod uses unreasonably high sprite indices and should be fixed.
E.g. instead of 1030-1033 use for example 200-203.
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I'm using heavy plasma blaster in my current game of hardmode expansion and have noticed if I update to latest OXCE of 18/06/19 the mod fails to load as it says the sprite number exceeds the 1000 limit set in "bigobs".pck. It still works with OXCE of 19/05/19.
Wrong log attached, it says everything loaded correctly.
But indeed the mod uses unreasonably high sprite indices and should be fixed.
E.g. instead of 1030-1033 use for example 200-203.
Thank you guys the feedback, when im okey, i fixed all and i finish the new version (i have accident few week before, my arms broken)