OpenXcom Forum

Modding => OXCE Bugs => OpenXcom Extended => OXCE Bugs FIXED => Topic started by: Sentinel on February 25, 2022, 10:28:44 pm

Title: [FIXED] UFOextender: Gun Melee not working correctly in OXCE
Post by: Sentinel on February 25, 2022, 10:28:44 pm
OXCE 7.5.3 on PC

Went to Hit a Sectoid to the back of the head with the laser rifle, was under the impression that a Hit does STUN damage.

He dropped like a tonne of bricks but upon walking over the body, it said "corpse". Is this a bug?

His health would have been about 30 iirc, and the Hit damage is what 50 or 60? What is the Damage type exactly?

PS. I do have Alien Bleeding turned ON, not sure if that has an impact?

Could we make Hits do Stun damage?

Title: Re: Weapon Hit caused a fatality.
Post by: pWWWa on February 26, 2022, 01:11:20 pm
Dear Sentinel,

let me act as Captain Obvivious ...
As I understand the OpenXcom project is trying to replicate the original game, and this also applies to damage / stun mechanics.

Quote
was under the impression that a Hit does STUN damage.
Conventional weapons will sometimes inflict a small amount of stun damage on both X-COM and alien units, along with a lot of normal damage (c) Ufopaedia (https://www.ufopaedia.org/index.php/Stun)

Quote
His health would have been about 30 iirc, and the Hit damage is what 50 or 60? What is the Damage type exactly?
Laser Rifle able to deal 0 - 120 damage to Sectoid, so everything is right.
Please, check Ufopaedia materials  (https://www.ufopaedia.org/index.php/Damage)for details.
Title: Re: Weapon Hit caused a fatality.
Post by: Meridian on February 26, 2022, 01:36:09 pm
As I understand the OpenXcom project is trying to replicate the original game, and this also applies to damage / stun mechanics.

He's talking about the "melee hit" with a rifle, which didn't exist in the (unmodded) original.

And the answer to the question depends on the mod used, every mod can do it differently.
Title: Re: Weapon Hit caused a fatality.
Post by: Sentinel on February 28, 2022, 02:18:04 pm
Meridian,

So if I'm playing unmodded OXCE, so all I've tweaked is Gun Melee, does that then mean that there is still a minute chance somhow that a Hit can still be fatal, but mostly is should act as a stun?

Cheers.
Title: Re: Weapon Hit caused a fatality.
Post by: Meridian on February 28, 2022, 07:27:02 pm
Hi,

the "UFOextender: Gun Melee" mod for OpenXcom doesn't have any melee damage type defined, so it takes the default melee damage type.

Unfortunately, the melee damage type defaults are different in OXC (6 DT_STUN) and OXCE (7 DT_MELEE), so you get different results at the end.

I will fix that in the next OXCE release and make the mod do 100% stun damage.

M.
Title: Re: Weapon Hit caused a fatality.
Post by: Sentinel on February 28, 2022, 11:02:32 pm
Ahh I see.

Thank you so much man, that would be awesome.
Title: Re: Weapon Hit caused a fatality.
Post by: Yankes on March 01, 2022, 12:49:26 pm
Hi,

the "UFOextender: Gun Melee" mod for OpenXcom doesn't have any melee damage type defined, so it takes the default melee damage type.

Unfortunately, the melee damage type defaults are different in OXC (6 DT_STUN) and OXCE (7 DT_MELEE), so you get different results at the end.

I will fix that in the next OXCE release and make the mod do 100% stun damage.

M.
Question if this do not break OXCE mods, some could use our default.
Title: Re: Weapon Hit caused a fatality.
Post by: Meridian on March 01, 2022, 01:01:33 pm
Question if this do not break OXCE mods, some could use our default.

I don't want to change any (c++) code.

I will just update the two mods: "UFOextender: Gun Melee" and "UFOextender: Gun Melee TFTD"
Title: Re: Weapon Hit caused a fatality.
Post by: Yankes on March 02, 2022, 01:00:42 am
Right, this is correct solution.
Title: Re: [FIXED] Weapon Hit caused a fatality.
Post by: Meridian on July 24, 2022, 08:11:59 pm
Fixed.