OpenXcom Forum
Modding => Help => Topic started by: Snowfield on January 06, 2018, 03:03:03 am
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Hey, folks. I couldn't dig up an answer for these on my own, which leads me to believe they're not possible:
1. Is there any way in either the base ruleset or in OXCE(+) to define a unit's rate of energy consumption when moving, as per offset 45 in UNITREF.DAT?
2. Is there a way to make undeveloped squares in a base defense use a map block that isn't solid dirt, if one wished to represent above-ground bases?
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I don't know about the first question, but I wrote the OXCE+ code to do exactly the second. See here for a reference (https://openxcom.org/forum/index.php/topic,5316.0.html).
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1: no. energy consumption is a factor of time unit consumption. you CAN however enable 'alternate movement methods' to allow sprinting, which burns less time units and more energy to move.
2: yes. mapscripts can easily FillArea with an array of mapblocks rather than simply using dirt.
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While energy consumption is constant, in OXCE+ (I think only there) you can modify energy regeneration. Of course it's a bit different and I'm not sure if it meets your needs, but you might want to know about it.
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Thanks for the help, fellas. I've got more questions I couldn't pin down the answers to.
1. Is there a way to add LOFtemps via ruleset?
2. From what I can see, sight and shot height are magicnumbered at 1 and 4 voxels respectively below the topmost of the unit; is this so?
3. What do createsMeleeThreat and ignoresMeleeThreat (OXCE+) do, exactly? My inference is that they're just flags to help the AI of whether a unit is capable of conducting, or is at risk of, melee attacks, but I couldn't find the original post to confirm.
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The melee threat tags are an extension of the close quarters combat (https://openxcom.org/forum/index.php/topic,5431.msg82188.html#msg82188) feature, defining whether or not a unit can cause another to undergo the CQC check when firing (createsMeleeThreat) and whether the unit can ignore CQC checks (ignoresMeleeThreat).
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1. Is there a way to add LOFtemps via ruleset?
No. It might be possible to edit the LOFTemps file to add additional shapes, but to my knowledge no one has ever tried it
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Just one question this time. I've seen posts mentioning the ability to restrict inventory slots only to certain items, but if it's been implemented I can't for the life of me find a post detailing it.
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Just one question this time. I've seen posts mentioning the ability to restrict inventory slots only to certain items, but if it's been implemented I can't for the life of me find a post detailing it.
You can make an armor, with fixed item(s), and make these item(s):
- fixed to a specific slot (e.g. backpack)...
- non-transparent black (i.e. if you wanted to simulate a disappearing slot)
armors:
- type: STR_SYNTH_SPACE_SUIT_UC
spriteSheet: PIR_674.PCK
spriteInv: MAN_675
customArmorPreviewIndex: 79
builtInWeapons:
- INV_NULL_3X3 # blocks backpack
- INV_NULL_2X1_B # blocks belt
- INV_NULL_1X1_RS # right shoulder
- INV_NULL_1X1_LS # left shoulder
- INV_NULL_1X1_LL # left leg
- INV_NULL_1X1_RL # right leg
items:
- type: INV_NULL_3X3
weight: 0
bigSprite: 829
invWidth: 3
invHeight: 3
fixedWeapon: true
defaultInventorySlot: STR_BACK_PACK
recover: false
#
etc.
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I poked through the code just now and supportedInventorySections is actually what I was looking for. It's a per-item restriction, though, so if one wanted to have a slot only accept certain items then I suppose one would have some amount of copy-pasting to look forward to.
Thankfully, I've been wasting all my time typing up design and reference documents, so I haven't actually implemented a damn thing~