OpenXcom Forum
OpenXcom Forks => OpenXcom Extended (OXCE) => OXCE Suggestions DONE => Topic started by: memmaker on February 04, 2020, 10:35:12 pm
-
Three days ago a new OXCE Feature was merged, allowing for special weapons on soldiers.
A ruleset example would look like this:
soldiers:
- type: STR_HEAVY
specialWeapon: STR_ROCKET_LAUNCHER
-
How does it work, mate?
Like the specialWeapons already in the armor? Also, how does it behave when your soldier uses an armor with a specialWeapon already in? Both specialWeapons are used?
Enviado desde mi LG-M400 mediante Tapatalk
-
I hope it means that I can put my psi weapon directly on hybrid soldiers.
-
Yes, it exactly means you can put the psi weapon directly on hybrid soldiers.
As for having multiple special weapons (one on armor, one on soldier), one will take precedence according to the rules already in place for HWPs/aliens that you mind control:
- The order in which the items are loaded into the unit determine which shows for the icon - for your soldiers the one defined on armor is loaded first, so it will be the one shown on the icon.
- The order for special weapons accessed by an empty hand are done in order of the battleType for the item: Melee takes priority, next Psi amps, Firearms, Medikits, Motion scanners, then Mind probes last. If the two special weapons are the same battle type, then the load order determines which is used (armor first).
If you're going to use both in a mod, I'd recommend setting a convention for separating the two special weapons. For example, put the soldiers' one always in both empty hand and special icon, then armor only in special icon.
-
I see, ohartenstein beat me to the answers.
Adding one minor thing though: Yes, they work exactly as specialWeapons on armors, thus also taking no inventory space.
-
So I can have two specialWeapon at the same time... Thanks a lot, memmaker. You are awesome.
Also, thank you Ohartenstein23 for your answers! Is pretty clear now
Enviado desde mi LG-M400 mediante Tapatalk
-
Same, many thanks for clearing this up.
-
Did i misreaded or is it really two special weapons possible now on the same time?
-
77 weapons at the same time when?
-
Yes, but they won't be using the same UI. You can have one for the special icon and one for the hands, like ohartenstein described.
Gesendet von meinem Pixel 3 mit Tapatalk
-
Yes, but they won't be using the same UI. You can have one for the special icon and one for the hands, like ohartenstein described.
Gesendet von meinem Pixel 3 mit Tapatalk
Oh, it is just as it is now.
-
how to add two special weapons?
-
how to add two special weapons?
You can't.
-
I have a problem how to make the tank normally spend ammo for the second weapon...
units:
- type: STR_HOVERTANK_STUN
race: STR_HOVERTANK_STUN
stats:
tu: 100
stamina: 100
health: 90
bravery: 110
reactions: 30
firing: 60
throwing: 0
strength: 60
psiStrength: 100
psiSkill: 0
melee: 70
armor: STR_HOVERTANK_ARMOR_ST
standHeight: 12
kneelHeight: 12
floatHeight: 6
value: 20
deathSound: 23
moveSound: 40
energyRecovery: 50
builtInWeapons:
- STR_TANK_STUN
- STR_HEAVY_LASER_TANK_MODULE
- STR_HOVERTANK_STUN_BOMB
items:
- type: STR_HOVERTANK_STUN
listOrder: 123
size: 6
costSell: 980000
transferTime: 96
weight: 1
floorSprite: 0
handSprite: 0
bulletSprite: 8
fireSound: 18
hitSound: 37
power: 90
battleType: 8
hitAnimation: 46
turretType: 3
bigSprite: 29
battleType: 7
tuUse: 10
flatRate: true
invWidth: 2
invHeight: 2
recover: false
fixedWeapon: true
- type: STR_TANK_STUN
bigSprite: 937
fireSound: 53
bulletSprite: 9
ammo:
0:
compatibleAmmo: [ STR_HOVERTANK_STUN_BOMB ]
1:
compatibleAmmo: [ STR_HEAVY_LASER_TANK_MODULE ]
confSnap:
shots: 1
name: STR_LASER_SNAP
ammoSlot: 1
confAimed:
shots: 1
name: STR_LASER_AIMED
ammoSlot: 1
confAuto:
shots: 1
name: STR_STUN
ammoSlot: 0
accuracySnap: 85
accuracyAimed: 100
accuracyAuto: 95
tuSnap: 30
tuAimed: 60
tuAuto: 40
battleType: 1
invWidth: 2
invHeight: 3
fixedWeapon: true
recover: false
- type: STR_HEAVY_LASER_TANK_MODULE
bulletSprite: 7
fireSound: 11
hitSound: 19
hitAnimation: 36
damageType: 4
power: 90
clipSize: -1
battleType: 2
- type: STR_HOVERTANK_STUN_BOMB
listOrder: 124
size: 0.1
costSell: 15200
hitSound: 0
hitAnimation: 0
power: 90
damageType: 6
clipSize: 8
battleType: 2
The tank needs to have
1. Scaned movement
2. Psi Scanner
3. Laser weapons
4. Bombs
Trying to combine 3 and 4 into one weapon. Tried different options
Usually, the tank has 8 bombs per battle, but the bombs from the warehouse are not consumed
Either all 8 are consumed, regardless of the amount spent during the battle