OpenXcom Forum

Modding => Work In Progress => Topic started by: endersblade on November 13, 2014, 11:35:54 pm

Title: Unable to remove fields?
Post by: endersblade on November 13, 2014, 11:35:54 pm
I followed the info found here https://www.ufopaedia.org/index.php?title=Rulesets_(OpenXcom) (https://www.ufopaedia.org/index.php?title=Rulesets_(OpenXcom)) about removing fields, maps, lines, etc.  So I'm trying to make Auto Cannons only have an autofire mode.  So in my mod, I did this:
Code: [Select]
    accuracyAuto: 65
    accuracySnap: ""
    accuracyAimed: ""
    tuAuto: 35
    tuSnap: ""
    tuAimed: ""

The same goes for removing ammo from the Craft Fusion Cannon.  I tried doing clip: "", and it still requires ammo in game.  Apparently I'm not doing this right lol.

Game loads up fine, but the AC still has both snap and aimed modes.  I'm running the Final Mod Pack as well, but my mod is at the bottom of the list; I assumed this would mean that mine would override all previous mods?

Edit:  Ok, I just zeroed out the AC properties, now it only has autofire mode.  :-)  Still can't figure out what to do for the craft ammo though!
Title: Re: Unable to remove fields?
Post by: Falko on November 14, 2014, 12:24:02 am
Still can't figure out what to do for the craft ammo though!
this
Code: [Select]
craftWeapons:
  - type: STR_STINGRAY
    clip: ""
works fine with the stingray
Title: Re: Unable to remove fields?
Post by: endersblade on November 14, 2014, 12:46:44 am
Huh.  Maybe it's just not working on the game I'm loading, I'll have to test it on a fresh one.
Title: Re: Unable to remove fields?
Post by: Falko on November 14, 2014, 01:03:07 am
i would suggest unequipping the weapon you change in all crafts , save, activate the  mod, load , test
Title: Re: Unable to remove fields?
Post by: endersblade on November 14, 2014, 02:08:02 am
i would suggest unequipping the weapon you change in all crafts , save, activate the  mod, load , test

Yup, that did it, thanks :-)