OpenXcom Forum
OpenXcom Forks => OpenXcom Extended (OXCE) => OXCE Suggestions DONE => Topic started by: krautbernd on August 24, 2019, 01:24:35 pm
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Craft missile lanchers can support multiple ammunition types (e.g. vanilla avalanche launcher with researchable 'upgraded' avalanche missiles etc.). Right now, those missiles appear in the craft weapon list even if they aren't available / have not been researched.
Would it be possible to hide those entries until those munitions are actually unlocked / have been researched?
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You can protect the purchase and/or the manufacturing of those missiles by research.
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You can protect the purchase and/or the manufacturing of those missiles by research.
Right now, those missiles appear in the craft weapon list even if they aren't available / have not been researched.
Would it be possible to hide those entries until those munitions are actually unlocked / have been researched?
The point is that they still appear as craft weapons even if they aren't available/haven't been unlocked if they use the same launcher as missiles that have been unlocked. Right now i would have to create a separate launcher for every missile, which undermines the concept of upgraded missiles. As far as i can tell the game should check whether or not a missile type has actually been unlocked before displaying it as an option.
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Done.
ufopaedia:
- id: STR_STINGRAY_UPGRADED
listOrder: 650
requires:
- STR_MOTION_SCANNER
type_id: 2
section: STR_XCOM_CRAFT_ARMAMENT
image_id: UP006.SPK
text: STR_STINGRAY_UPGRADED_UFOPEDIA
items:
- type: STR_STINGRAY_MISSILES_UPG
listOrder: 250
requires:
- STR_MOTION_SCANNER
size: 0.4
costBuy: 3001
costSell: 2401
transferTime: 48
clipSize: 1
craftWeapons:
- type: STR_STINGRAY_UPGRADED
sprite: 0
sound: 5
damage: 71
range: 31
accuracy: 71
reloadCautious: 64
reloadStandard: 48
reloadAggressive: 32
ammoMax: 7
launcher: STR_STINGRAY_LAUNCHER
clip: STR_STINGRAY_MISSILES_UPG
projectileType: 0
projectileSpeed: 8
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Thanks for implementing this, I totally missed your reply.