OpenXcom Forum
OpenXcom Forks => OpenXcom Extended (OXCE) => OXCE Suggestions DONE => Topic started by: bulletdesigner on March 18, 2020, 02:17:00 pm
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Trowing this into the mix i don´t know if its hard or easy to do.
But creating several types of airlock, will give an kool advantage is to have several bases type
Using the ProvideFunc on that facility, we can have a base underground and other overground for ex.
Or have bases by races, or limiting construction making some bases only small.
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todolisted
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thks
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Added.
Possible air lock types to build are filtered by research requirements and texture type (normal vs fake underwater).
Note that:
- The first base is still limited to the standard air lock = the one with the lowest list order (and not fake underwater)... if that's a problem, let me know, I can try to extend it somehow
- Air locks still don't cost any money or resources. Only monthly maintenance.
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ho shit, Meridian you don´t let me take breaks between launches... hehehe looks awesome
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Small bases - are interesting, but only if there are more than eight of them ...
It would be very nice if there was an opportunity to build 6 full-fledged bases and 12 small.
Well it is, dreams.
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hey, so 3 new problem raised , the tunnel´s connections and the empty slot´s
1- Basically is there a way to stop the mapscript from digging tunnels on specific blocks?
2- Is there a Way on basecape facility's to make him not having the connecting things? (being spriteshape 0 is not an option due to being a 4x4)
3- Is there a way to have the tile that fill be specific from base type on mapscript the fill block, change by airlock type or other map present like the dependencies on the roads, only if the airlock tile is present then can be filled by type
Screenshot for better understanding
Also for testing can i use the testing OXCE one you provided on craft skinS?
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1. Maybe? After the digTunnel, you could removeBlock for specific groups/blocks then re-add them, but I'd test it to check first.
2. Not without disabling them for all other facilities - you can redraw the sprite in basebits that is drawn for the connectors to an empty frame.
3. Yes, but again with more complicated mapScripts. Set the airlocks' groups to something unique, use checkBlock to see which airlock is used in the base, then add conditionals to your fillArea commands based on which airlock is used.
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1/ I don't know anything about digging tunnels, I'll wait for oharty's feedback and if needed I will study the code later
2/ don't know much about this either, but it doesn't sound too intimidating, I will check later what can be done
Also for testing can i use the testing OXCE one you provided on craft skinS?
yes
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We figured out limiting when tunnels are dug by mapScripts, an example of using the same mapScript to do both underground bases with tunnels and above ground bases without for anyone interested:
mapScripts:
- type: XBASE
commands:
#*** normal facility placing happens here, before anything else
#*** figure out if this is a normal base or an outpost
- type: fillArea # mask off everything for the checkblock
groups: [6]
- type: checkBlock # check the map for which type of lift we placed
rects:
- [0, 0, 6, 6]
groups: [7] # or whichever group we set the outpost to
label: 1
- type: removeBlock # remove the mask
groups: [6]
rects:
- [0, 0, 6, 6]
#*** this is a normal base, dig some tunnels and fill in with dirt
- type: digTunnel
conditionals: [-1]
direction: both
tunnelData:
level: 1
MCDReplacements:
- type: westWall
set: 1
entry: 13
- type: northWall
set: 1
entry: 14
- type: fillArea
conditionals: [-1]
blocks: 20
#*** this is an above-ground outpost, don't dig and fill in with above-ground stuff
- type: fillArea
conditionals: [1]
groups: [8] # or whatever we want to do for above-ground stuff
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2- Is there a Way on basecape facility's to make him not having the connecting things? (being spriteshape 0 is not an option due to being a 4x4)
How many facilities are on the screenshot? 2 or 20?
Which one is an airlock? 1x1 or 4x4?
In what order have they been built? All were built by a player or some are part of the starting base?
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https://youtu.be/8vbws2eZlf8
How many facilities are on the screenshot? 2 or 20?
Which one is an airlock? 1x1 or 4x4?
In what order have they been built? All were built by a player or some are part of the starting base?
made a video to explain
https://youtu.be/8vbws2eZlf8
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made a video to explain
https://youtu.be/8vbws2eZlf8
ok, so you have some "dirt" facilities and you don't want the connectors to be drawn between normal facilities and "dirt" facilities... correct?
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ok, so you have some "dirt" facilities and you don't want the connectors to be drawn between normal facilities and "dirt" facilities... correct?
yap all the upground base dont need connector on other words
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Done.
facilities:
- type: STR_LIVING_QUARTERS
connectorsDisabled: true
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nice thks