OpenXcom Forum

Modding => Help => Topic started by: robin on April 08, 2025, 11:13:39 pm

Title: crashlanded UFO damage?
Post by: robin on April 08, 2025, 11:13:39 pm
In vanilla crashlanded UFO can be damaged because of Power Source explosion.
In my mod I'm currently using a custom specialType/Target_Type for UFO PS, and crashlanded UFOs seems always pristine.
Is there a way to define that Target_Type=38 is PS and should eventually explode?
Or alternatively I could use Target_Type=2, which is the vanilla value, but I don't want to spawn Elerium.
Any info is welcome.

Thanks
Title: Re: crashlanded UFO damage?
Post by: Meridian on April 08, 2025, 11:25:29 pm
In vanilla crashlanded UFO can be damaged because of Power Source explosion.
In my mod I'm currently using a custom specialType/Target_Type for UFO PS, and crashlanded UFOs seems always pristine.
Is there a way to define that Target_Type=38 is PS and should eventually explode?

Currently hardcoded to Target_Type=2.

Can be unhardcoded I guess.

Or alternatively I could use Target_Type=2, which is the vanilla value, but I don't want to spawn Elerium.

You can change the Elerium to something else. Can't get rid of "it" completely.

Code: [Select]
alienFuel: [STR_ZRBITE, 50]

Can also be unhardcoded if needed.
Title: Re: crashlanded UFO damage?
Post by: robin on April 09, 2025, 10:13:57 pm
I think the fuel thing is a non-issue after all.
I already defined (I had forgot):
Code: [Select]
alienFuel: [STR_ELERIUM, 0]so I can use Target_Type=2 and the player will never get the fuel-item (and it will not appear in anywhere in the game).
Need to test this but it seems correct on paper.