OpenXcom Forum
Modding => OXCE Bugs => OpenXcom Extended => OXCE Bugs FIXED => Topic started by: Dioxine on May 14, 2023, 12:03:00 pm
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I believe this will open a completely new tactical option; weapons which are meant to not puppetteer enemies, but turn them relatively docile (by changing faction to civilian in case of Mind Control). On the upside, such 'confusing' weapons can be much stronger/faster/cheaper to use than their Mind Control (change to own faction) counterparts.
Example: Herder's Staff in XPZ. My idea for it was to be a pacifying weapon, but I went for MC since it was the closest approximation. Now if it could change enemies into temporary civilians I could give it more attacks per turn, and this gives a fresh dimension to psionic combat: mass confusion instead of direct puppeteering.
As for zombify I don't have any concrete plans yet, but it certainly could offer access to zombifying weapons to player - a new dimension as well.
:)
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Mind control already open (by you): https://openxcom.org/forum/index.php/topic,11221.0.html
Zombify already done in OXCE v7.9: https://openxcom.org/forum/index.php/topic,11241.0.html
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I tried to add a zombifying weapon again, but in player's hands, it just kills enemies, does not zombify them. Possibly I don't understand the required sytax for this.
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OK, I will check, maybe there are other rules overriding this one
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Mind control already open (by you): https://openxcom.org/forum/index.php/topic,11221.0.html
Done.
Zombify already done in OXCE v7.9: https://openxcom.org/forum/index.php/topic,11241.0.html
Fixed.
Fix 1: it is now possible to zombify also hostile units (by player)
Note that it is still not possible to zombify hostile units by hostile units (e.g. mind-controlled chryssalid will just kill a snakeman, not zombify it).
Better description/exact code of the change: https://github.com/MeridianOXC/OpenXcom/commit/5f212908a152e76c314e55d8b7c60cf2303b97eb
Fix 2: neutral zombies now spawn neutral chryssalids, player zombies now spawn player chryssalids... i.e. they don't always spawn as hostile anymore
Exact change: https://github.com/MeridianOXC/OpenXcom/commit/c923f301e30add05cd2cc490d9b99675e950d505
Both of these fixes have been tested and should work.
But side effects are possible... please test carefully and report any issues.
Both changes are marked as experimental and may change in the future.
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Tested with the following zombifying stun rod:
items:
- type: STR_ZOMBIE_ROD_NEUTRAL
zombieUnit: STR_ZOMBIE
zombieUnitFaction: 2
size: 0.1
costBuy: 1260
costSell: 945
weight: 6
bigSprite: 26
floorSprite: 26
handSprite: 80
meleeSound: 54
power: 65
damageType: 6
accuracyMelee: 100
tuMelee: 30
battleType: 3
twoHanded: true
invWidth: 1
invHeight: 3
skillApplied: false
clipSize: -1