OpenXcom Forum
OpenXcom Forks => OpenXcom Extended (OXCE) => OXCE Support => Topic started by: robin on October 28, 2018, 11:06:10 pm
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If I understand correctly:
- The addUFO map command can be used to add UFO on missionSite (objective: 3).
- The UFOName map command can be used to specify a specific UFO.
Can I use them in combination to add two different UFOs to the map?
Example:
- type: MYSCRIPT
commands:
- type: addUFO
UFOName: STR_UFO_A
- type: addUFO
UFOName: STR_UFO_B
- type: fillArea
...
Thanks
edit:
Actually the way I would use it is like this:
- type: MYSCRIPT
commands:
- type: addUFO # add UFO generating the mission
- type: addUFO # add a specific second UFO
UFOName: STR_UFO_X
- type: fillArea
...
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I'd say yes, although I never attempted it, but it should be pretty easy to test.
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It woorrrksssssssssssssss
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it seems to me that perhaps the constraint remained that the two UFOs must share the same tileset
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it seems to me that perhaps the constraint remained that the two UFOs must share the same tileset
Nope, this has been discussed before, addUFO can be used to add maps of different tilesets, as a way to overcome the 256 tile limit for terrains.
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Davide means that both UFOs must have the same tilesets to be displayed correctly. And he is absolutely right (checked it a couple months ago).
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Davide means that both UFOs must have the same tilesets to be displayed correctly. And he is absolutely right (checked it a couple months ago).
My apologies for passing incorrect information then. I misremembered a past discussion about this topic.
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Davide means that both UFOs must have the same tilesets to be displayed correctly. And he is absolutely right (checked it a couple months ago).
darn it
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darn it
you still have the card to play for the addCraft command...
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you still have the card to play for the addCraft command...
?
I don't understand. I'll try to explain the context.
The idea behind the initial question was to try to setup a mission that "simulated" a landed UFO in process of being land-assaulted by another human team, with X-Com arriving late to the party.
So in the map I'd have three crafts: X-Com craft, a rival human craft*, and the UFO.
* can't use the X-Com craft tileset nor the UFO tilesets, for obvious reasons.
Can I do this using the addCraft command?
(Though honestly, I'm not sure about ultimately adding this kind of mission to my mod; it was mostly an idea that I wanted to test).
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?
I don't understand. I'll try to explain the context.
....
So in the map I'd have three crafts: X-Com craft, a rival human craft*, and the UFO.
* can't use the X-Com craft tileset nor the UFO tilesets, for obvious reasons.
....
in this case there are no possibilities.
I was thinking about the possibility that xcom soldiers would arrive on site without their own vehicle ... perhaps allowing you to use the addCraft command for something different
Hobbes has developed various missions without the xcom craft
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You can add the other craft as a separate terrain instead of UFO. This can be done in OXCE with a mapScript and the "terrain:" flag.
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This is possible in OXCE if you make the other human faction's craft a separate terrain:
mapScripts:
- name: STR_SCRIPT_WITH_3RD_CRAFT
commands:
- type: addCraft # player craft
- type: addUfo # alien craft
- type: addBlock # other faction's craft
size: [1, 1, 4] # should be equal to [x, y, z] size of the craft
verticalLevels:
- type: ground # places the LZ
size: [1, 1, 0] # 0 height means next level will be right on top of this, x, y are the same as the craft
groups: 1 # LZ map blocks
- type: middle # places the craft
size: [1, 1, 4] # size of the craft
terrain: TERRAIN_FOR_THE_NEW_CRAFT
The caveat to this is that it doesn't work quite the same as the addCraft/Ufo commands; the mission terrain needs to have a group 1 mapblock the same width and length of the craft's map, it can't just fill 1x1 LZ mapblocks underneath for larger craft.
Edit: Ninja'd by Solarius, but I want to add a remark about that - the terrain tag used in tandem with addCraft/Ufo will only change the LZ underneath the craft. However, if you make the new craft map with its own floor so it doesn't need LZ blocks underneath, then you can just use the terrain tag with addBlock.
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I believe Solar meant the second easier solution with just a special block and addBlock command with terrain attribute.
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My apologies for passing incorrect information then. I misremembered a past discussion about this topic.
me too :-[
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I believe Solar meant the second easier solution with just a special block and addBlock command with terrain attribute.
Yes, with the added feature of using another terrain, since I imagine the other craft would use different tilesets than the UFO.
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Thanks for the answers. I didn't even know you could add maps from another terrain.