OpenXcom Forum
Modding => Work In Progress => Topic started by: robin on September 21, 2014, 12:21:03 pm
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Trying to make a tank featuring the new option to give it a secondary weapon.
But when I try to load it on the craft (equip craft>equipment screen) for a quick battle, the game closes up.
Nothing on the log.
Here's my stuff:
- type: STR_VEHICLE_CANNON_ROUNDS # auxiliary cannon ammo
size: 0.1
costBuy: 300
costSell: 200
transferTime: 48
weight: 1
bigSprite: -1
floorSprite: 12
hitSound: 13
hitAnimation: 26
power: 56
damageType: 1
clipSize: 100
battleType: 2
invWidth: 2
invHeight: 1
- type: STR_VEHICLE_ROCKETS # primary rocket ammo
size: 0.4
costBuy: 24000
costSell: 18000
transferTime: 48
weight: 1
bigSprite: -1
floorSprite: 16
hitSound: 0
hitAnimation: 0
power: 100
damageType: 3
clipSize: 8
battleType: 2
invWidth: 1
invHeight: 3
- type: STR_XROBOTANK_ROCKET # main entry/turret
size: 6
costBuy: 380000
costSell: 360000
transferTime: 96
weight: 1
bigSprite: 132
floorSprite: 0
handSprite: 0
bulletSprite: 0
fireSound: 52
compatibleAmmo:
- STR_VEHICLE_ROCKETS
accuracySnap: 55
accuracyAimed: 115
tuSnap: 45
tuAimed: 75
battleType: 1
fixedWeapon: true
invWidth: 2
invHeight: 3
turretType: 1
- type: AUX_XROBOTANK_CANNON # aux cannon
weight: 3
bigSprite: 131
floorSprite: 31
handSprite: 104
bulletSprite: 3
fireSound: 12
compatibleAmmo:
- STR_VEHICLE_CANNON_ROUNDS
accuracyAuto: 30
accuracySnap: 60
accuracyAimed: 90
tuAuto: 45
tuSnap: 30
tuAimed: 60
battleType: 1
fixedWeapon: true
invWidth: 2
invHeight: 3
recover: false
autoShots: 3
- type: XROBOTANK_ARMOR
spriteSheet: XROBOTANKS.PCK
corpseBattle:
- TANK_CORPSE_1
- TANK_CORPSE_2
- TANK_CORPSE_3
- TANK_CORPSE_4
frontArmor: 90
sideArmor: 75
rearArmor: 60
underArmor: 60
drawingRoutine: 2
size: 2
damageModifier:
- 1.0
- 1.0
- 0.4
- 0.75
- 1.0
- 1.0
- 0.0
- 0.9
- 0.4
- 0.0
loftempsSet: [ 92, 89, 90, 91 ]
- type: STR_XROBOTANK_ROCKET
race: STR_XROBOTANK_ROCKET
stats:
tu: 70
stamina: 100
health: 90
bravery: 110
reactions: 20
firing: 60
throwing: 0
strength: 60
psiStrength: 100
psiSkill: 0
melee: 70
armor: ROBOTANK_ARMOR
standHeight: 16
kneelHeight: 16
value: 20
energyRecovery: 50
deathSound: 23
moveSound: 14
builtInWeapons:
- STR_XROBOTANK_ROCKET
- AUX_XROBOTANK_CANNON
- STR_VEHICLE_ROCKETS
- STR_VEHICLE_CANNON_ROUNDS
- type: XROBOTANKS.PCK
width: 32
height: 40
files:
0: Resources/apoc/UNITS_XCOM/XROBOTANKS/
..hints?
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I'm not good at spotting minute errors, so try to use my aux weapon, if it works, the mistake is in your aux weapon, if not, it is elsewhere:
- type: AUX_TANK_MG
weight: 1
bigSprite: 378
bulletSprite: 2
fireSound: 96
hitSound: 22
hitAnimation: 26
power: 36
damageType: 1
accuracyAuto: 50
tuAuto: 25
clipSize: -1
battleType: 1
fixedWeapon: true
invWidth: 1
invHeight: 3
autoShots: 4
autoRange: 24
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Just comparing the two... maybe one of them needs to be a fixed weapon with infinite ammo?
Remember Lobstermen are the model that made this possible. (Fixed melee, and the ability to use normal weapons).
Cheers, Ivan :D
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No, infinite ammo is not a requirement. My prototype dual-weapon tank "combined" cannon & rocket turrets.
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Did a (very) quick check and seems the problem is elsewhere. Usually when the game closes up it's about graphics, but there shouldn't be anything wrong with my assets.
I'll resume fighting with it next saturday, my free time is non-existent now :'(
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Spotted something, a recover: false weapon won't equip for XCom, maybe that's the problem.
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Did a (very) quick check and seems the problem is elsewhere. Usually when the game closes up it's about graphics, but there shouldn't be anything wrong with my assets.
Maybe, but check the sprites you're using.
bigSprite, floorSprite, handSprite.
I'm having problems with the secondary weapon for HWP as well, so test your HWP with unlimited ammo first.
For me, if I put a weapon with infinite ammo as primary and secondary then everything works.
But if I put a weapon with finite ammo as secondary, the ammo is never loaded.
And if I put it as primary, the weapon is reloaded but the stock in store never goes down.
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(https://a.pomf.se/lgfwev.png)
ittt woorkssss
prroofitttssssssss
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Good work!! And excellent graphics also!! When and in what mod are the graphics and working code be available to the community?
Thanks for sharing!
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I made another 2-weapons tank, with a ammo-less Laser (instead of rocket launcher) as main-turret weapon, but this one doesn't load the ammo for the aux cannon.
At least in quick battle mode.
Could it be that there some kind of issue in using an ammo-less main weapon (turret) with aux weapon that has ammo?
Good work!! And excellent graphics also!! When and in what mod are the graphics and working code be available to the community?
Thanks for sharing!
Mod is still too WIP to be published. As soon as I have something that's not a total mess of stuff, I'll do it.
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It's a bug. If weapon in right "hand" hasn't ammo, then weapon in left "hand" cannot be loaded also.
https://github.com/SupSuper/OpenXcom/blob/master/src/Battlescape/BattlescapeGenerator.cpp#L1055
Actually, there are still a few bugs:)
For example, possible memory leak in this place: https://github.com/SupSuper/OpenXcom/blob/master/src/Battlescape/BattlescapeGenerator.cpp#L594
Another example: "fixedWeapon" can be placed in "backpack" instead of "hands".
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It's a bug. If weapon in right "hand" hasn't ammo, then weapon in left "hand" cannot be loaded also.
https://github.com/SupSuper/OpenXcom/blob/master/src/Battlescape/BattlescapeGenerator.cpp#L1055
Actually, there are still a few bugs:)
For example, possible memory leak in this place: https://github.com/SupSuper/OpenXcom/blob/master/src/Battlescape/BattlescapeGenerator.cpp#L594
Another example: "fixedWeapon" can be placed in "backpack" instead of "hands".
I see thanks.
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(https://a.pomf.se/lgfwev.png)
ittt woorkssss
prroofitttssssssss
shit son thats hot :D
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Diggin those rockets. Did you make those AUX weapons yourself or did you just make the sprites?
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(https://a.pomf.se/lgfwev.png)
ittt woorkssss
prroofitttssssssss
How did you fix it, mang?
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Do I need a nightly build or something to get this to work? It's still dancing just out of reach.