OpenXcom Forum
OpenXcom => Suggestions => Topic started by: bladum on November 25, 2014, 01:21:20 pm
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Map Blocks has a script to add items in particular location
Why not add script to add units in particular location ?
Tom
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I do believe that this will get implemented at some point in the future, as people have asked for the ability to create scenarios like in the Firaxis reboot for some time now.
However, TFTD is the priority ATM, and it will require some changes and testing. A lot of testing (and probably bugfixing too).
Warboy said that the MOD system is to be reworked to some extent (and this need to be in before the TFTD release), so it may take some time until the ability to have battlescape scenarios will be coded in.
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because that's what the RMP files are for?
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Warboy, rmp files don't guarantee they will be filled with particular alien type (tentaculat for example).
I see only one scenario for that thing. Is some indestructable capsules with "brains" being in the "sleep" mode, which will wake up upon anyone entering the room (also will require triggering concept too).
In any case, there are almost no really good use of that, and it would require quite a work to be done. It's possible, but almost worthless.
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i was rather thinking about static units with 0 energy and 60 TU that would work as turrets or cannons for facilities like "point laser defenses" from apocalypse. Its just unit but its fixed and "free maintenance" and can be used for better defenses.
Same could be used for alien bases.
Btw, how to use RMP files to add unit for 100% regardless of other ? Which editor can be used to add unit into map file ?
Tom
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Btw, how to use RMP files to add unit for 100% regardless of other ? Which editor can be used to add unit into map file ?
MapView
You actually can add specific aliens to maps if you change a few settings in the ruleset regarding AlienDeployments, AlienRaces and AlienMissions. But you'll only face the defined aliens.
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priority 9 seems to work pretty well for ensuring placement ;)
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could you be more specific how use "priorities" ? Also does it work for allied (controlled by player) and hostile units ?
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could you be more specific how use "priorities" ? Also does it work for allied (controlled by player) and hostile units ?
On MapView, when you are looking at the RmpView window and left click on a node, check the Spawn box on Node Info. That is used to define the probability of an alien spawning on that node. If you set the value for 10. Spawn then you'll be setting it for 100%.
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Thanks,
But this is for aliens only. This would work for stationary defenses at alien base but not for stationary defenses at x-com base, very similar to what is in x-com Apocalypse. Unit of energy 0 unable to move but still have TU to fire. Also this is mission based and i think additional rank would be needed etc...
All i asked is to have "addUnit in x,y,z,owner" script just like "addItem in x,y,z" for a particular mapBlock from ruleset level.
Tom
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solution could be: item->unit conversion after X turns
brainsucker pod (item) to brainsucker to zombie
defense-item (can items be placed like in terrains via "items" ?) converts to defense-unit
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You will need a fully fledged scripting language for that.
Warboy will be delighted to add it to the engine.
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Folks,
Its quite simple to do. I will try later to add a code for this.
After all data is generated and all map blocks, all items all units are added just check if MapBlock contains field addUnit with X,Y,Z,direction,owner. If field is taken then ignore it.
Tom
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Warboy will be delighted to add it to the engine.
Right now the emphasis for the developers is to finish TFTD integration so that a new stable version can be released.
Don't expect for new stuff to be added anytime soon. Developers simply don't have time to add all ideas that modders have, and the more stuff is added the longer it takes to get more important things done. Repeated requests for new features from modders simply annoy the developers. Try instead to use the existing features.
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Right now the emphasis for the developers is to finish TFTD integration so that a new stable version can be released.
Don't expect for new stuff to be added anytime soon. Developers simply don't have time to add all ideas that modders have, and the more stuff is added the longer it takes to get more important things done. Repeated requests for new features from modders simply annoy the developers. Try instead to use the existing features.
sums it up pretty well. we're making xcom, not the alpha and omega of game engines. if you want a completely modifiable game framework with absolutely every detail configurable, try the UDK.
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Sorry Hobbes, I must have forgotten to add the [JK] tag to my post :)
Of course TFTD is the priority. It is what I said in my first post on this very thread.
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no problem folks, i just post ideas for future or for extended version :)
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Sorry Hobbes, I must have forgotten to add the [JK] tag to my post :)
Of course TFTD is the priority. It is what I said in my first post on this very thread.
Heh, I'm not one of the developers but I could just imagine Warboy1982 pulling out his hairs after reading that post (I didn't read/remember about your first post) :)
no problem folks, i just post ideas for future or for extended version :)
That's perfectly cool - I noticed you have recently started posting and I thought it would be better to this issue cleared. Like Warboy1982 said, the intention of OpenXCom is not to create an universal game engine but to enhance the original games' experience. But if the developers paid attention to the requests of modders then they wouldn't do any other work around.
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actually i am developer :) i am quite delighted with current oxc structure and preparing some code. I made a tool for 3D graphics some time ago but with limited feedback https://openxcom.org/forum/index.php?topic=1436.0
my target would be to create community edition that is as close as possible to vanilla but still enhance it in very subtle way
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actually i am developer :) i am quite delighted with current oxc structure and preparing some code. I made a tool for 3D graphics some time ago but with limited feedback https://openxcom.org/forum/index.php?topic=1436.0
my target would be to create community edition that is as close as possible to vanilla but still enhance it in very subtle way
Ah, sorry about that, when I mention developers I'm usually referring to Supsuper, Warboy1982 and Daiky, since they're the uber developers in charge of everything. :)
I actually remember looking at that thread but to me the issue with your graphics is that they are too simple/blocky when compared to the original ones. Volutar has meanwhile updated MCDEdit (https://www.ufopaedia.org/index.php?title=MCDEdit) to include a tool for 3D pixel design, which works rather great since it automatically updates the .PCK files.
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actually i am developer :) i am quite delighted with current oxc structure and preparing some code. I made a tool for 3D graphics some time ago but with limited feedback https://openxcom.org/forum/index.php?topic=1436.0
my target would be to create community edition that is as close as possible to vanilla but still enhance it in very subtle way
Something like my Extended (https://"https://openxcom.org/forum/index.php?topic=2915.msg31641#msg31641") version?
Its primary goal is add more tools for moders without breaking compatibility with vanilla version.
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exactly this one :)