OpenXcom Forum
OpenXcom Forks => OpenXcom Extended (OXCE) => OXCE Support => Topic started by: The Martian on December 01, 2022, 01:45:55 pm
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OpenXcom Extended 7.5.7 (v2022-03-07)
I've noticed that if in units: the alien makes use of spawnUnit: and also has been setup to auto-surrender no live alien items are recovered in mission end loot screen if that alien auto-surrenders.
At least that appeared to be the case when I tested it in using the "New Battle" feature from the main menu.
spawnUnit: STR_UNIT_NAME
capturable: true
canSurrender: true
autoSurrender: true
Example:
# [====] Items [====]
items:
# [=] Alien Corpse [=]
- type: STR_AQUATOID_CORPSE
size: 0.4
costSell: 20000
weight: 30
bigSprite: 46
floorSprite: 42
invWidth: 2
invHeight: 3
recoveryPoints: 5
battleType: 11
armor: 26
listOrder: 901776
recoveryTransformations:
STR_AQUATOID_CORPSE: [1]
STR_SONIC_BLASTA_RIFLE: [1]
# [=] Live Alien #1 [=]
- type: STR_ALIEN_UNIT_1
size: 0.0
recover: true
liveAlien: true
costSell: 40000
recoveryTransformations:
STR_AQUATOID_CORPSE: [1]
STR_SONIC_BLASTA_RIFLE: [1]
# [=] Live Alien #2 [=]
- type: STR_ALIEN_UNIT_2
size: 0.0
recover: true
liveAlien: true
costSell: 40000
recoveryTransformations:
STR_AQUATOID_CORPSE: [1]
STR_SONIC_BLASTA_RIFLE: [1]
# [====] Units [====]
units:
# [=] Alien Template [=]
- &STR_AQUATOID_TEMPLATE_UNIT
type: STR_AQUATOID_TEMPLATE_UNIT
race: STR_AQUATOID
rank: STR_LIVE_SOLDIER
stats:
tu: 54
stamina: 90
health: 30
bravery: 80
reactions: 63
firing: 52
throwing: 58
strength: 30
psiStrength: 35
psiSkill: 0
melee: 76
armor: AQUATOID_ARMOR0
standHeight: 16
kneelHeight: 12
value: 10
deathSound: 50
intelligence: 3
aggression: 2
# [=] Alien Unit #1 [=]
- type: STR_ALIEN_UNIT_1
refNode: *STR_AQUATOID_TEMPLATE_UNIT
armor: AQUATOID_ARMOR0
spawnUnit: STR_ALIEN_UNIT_2
stats:
mana: 90
tu: 90
stamina: 90
health: 90
bravery: 90
reactions: 90
firing: 90
throwing: 90
strength: 90
psiStrength: 90
psiSkill: 0
melee: 90
capturable: true
canSurrender: true
autoSurrender: true
builtInWeaponSets:
- - STR_SONIC_BLASTA_RIFLE
- STR_BLASTA_POWER_CLIP
- - STR_SONIC_BLASTA_RIFLE
- STR_BLASTA_POWER_CLIP
- - STR_SONIC_BLASTA_RIFLE
- STR_BLASTA_POWER_CLIP
# [=] Alien Unit #2 [=]
- type: STR_ALIEN_UNIT_2
refNode: *STR_AQUATOID_TEMPLATE_UNIT
armor: AQUATOID_ARMOR0
builtInWeaponSets:
- - STR_SONIC_BLASTA_RIFLE
- STR_BLASTA_POWER_CLIP
- - STR_SONIC_BLASTA_RIFLE
- STR_BLASTA_POWER_CLIP
- - STR_SONIC_BLASTA_RIFLE
- STR_BLASTA_POWER_CLIP
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That's a feature.
Units with spawnUnit (i.e. zombies) can NEVER be killed, stunned, captured, surrendered or anything like that.
Depending on the use case, it's either prevented/ignored/impossible; or should it still happen, the zombie will be converted into its spawnUnit instead.
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In that case don't worry about it.
I'm glad to hear it is working as intended.