OpenXcom Forum
Contributions => Programming => Recycle Bin => Topic started by: Skybuck on March 08, 2022, 04:40:21 am
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https://openxcom.mod.io/armed-civilians
I always wanted this, can somebody fix it please ? I am too openxcom noobish to fix it myself =D
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OK, I managed to fix it by following the instructions, testing/playing it now =D (It only works for OpenXcom extended, why cannot it not work for OpenXcom ?)
Here is the full file (Armed Civilians.rul), fixed:
alienDeployments:
- type: STR_TERROR_MISSION
civilians: 5
civiliansByType:
STR_POLICE_MALE: 1
STR_POLICE_FEMALE: 1
STR_HUMAN_SOLDIER: 6
STR_PARAMEDIC: 1
STR_FIREFIGHTER: 2
terrains:
- name: URBAN
civilianTypes:
MALE_CIVILIAN
FEMALE_CIVILIAN
STR_POLICE_MALE
STR_POLICE_FEMALE
STR_HUMAN_SOLDIER
STR_PARAMEDIC
STR_FIREFIGHTER
armors:
- type: POLICE_MALE_ARMOR
spriteInv: INV_MALE_CIVILIAN
spriteSheet: POLICE_MALE.PCK
corpseBattle:
- STR_POLICE_MALE_CORPSE
corpseGeo: CIVM_CORPSE
frontArmor: 5
sideArmor: 5
rearArmor: 5
underArmor: 2
damageModifier:
- 1.0
- 1.0
- 1.0
- 1.0
- 1.0
- 1.0
- 1.0
- 1.2
- 1.6
- 1.0
loftempsSet: [ 3 ]
- type: POLICE_FEMALE_ARMOR
spriteInv: INV_FEMALE_CIVILIAN
spriteSheet: POLICE_FEMALE.PCK
corpseBattle:
- STR_POLICE_FEMALE_CORPSE
corpseGeo: CIVF_CORPSE
frontArmor: 5
sideArmor: 5
rearArmor: 5
underArmor: 2
damageModifier:
- 1.0
- 1.0
- 1.0
- 1.0
- 1.0
- 1.0
- 1.0
- 1.2
- 1.6
- 1.0
loftempsSet: [ 3 ]
- type: HUMAN_SOLDIER_ARMOR
spriteSheet: HUMAN_SOLDIER.PCK
spriteInv: INV_HUMAN_SOLDIER
corpseBattle:
- STR_HUMAN_SOLDIER_CORPSE
corpseGeo: CIVM_CORPSE
frontArmor: 12
sideArmor: 8
rearArmor: 5
underArmor: 2
damageModifier:
- 1.0
- 0.8
- 1.0
- 1.0
- 1.0
- 1.0
- 0.9
- 0.9
- 1.1
- 2.0
loftempsSet: [ 3 ]
- type: PARAMEDIC_ARMOR
spriteInv: INV_MALE_CIVILIAN
spriteSheet: PARAMEDIC.PCK
corpseBattle:
- STR_PARAMEDIC_CORPSE
corpseGeo: CIVM_CORPSE
frontArmor: 5
sideArmor: 5
rearArmor: 5
underArmor: 2
damageModifier:
- 1.0
- 1.0
- 1.0
- 1.0
- 1.0
- 1.0
- 1.0
- 1.2
- 1.6
- 1.0
loftempsSet: [ 3 ]
- type: FIREFIGHTER_ARMOR
spriteInv: INV_MALE_CIVILIAN
spriteSheet: FIREFIGHTER.PCK
corpseBattle:
- STR_FIREFIGHTER_CORPSE
corpseGeo: CIVM_CORPSE
frontArmor: 5
sideArmor: 5
rearArmor: 5
underArmor: 2
damageModifier:
- 1.0
- 1.0
- 1.0
- 1.0
- 1.0
- 1.0
- 1.0
- 1.2
- 1.6
- 1.0
loftempsSet: [ 3 ]
items:
- type: STR_FIRE_EXT
size: 0.2
costBuy: 700
costSell: 420
weight: 9
bigSprite: 587
floorSprite: 262
handSprite: 256
bulletSprite: 1
fireSound: 76
explosionHitSound: 76
hitAnimation: 96
power: 40
accuracyAimed: 100
tuAimed: 64
damageType: 9
damageAlter:
RandomType: 4
FixRadius: 3
battleType: 1
clipSize: 3
isFireExtinguisher: true
arcingShot: true
maxRange: 6
invWidth: 2
invHeight: 2
bulletSpeed: 80
listOrder: 4601
- type: STR_POLICE_MALE_CORPSE
name: STR_CORPSE
weight: 30
bigSprite: 400
floorSprite: 400
invWidth: 2
invHeight: 3
armor: 12
recover: false
battleType: 11
- type: STR_POLICE_FEMALE_CORPSE
name: STR_CORPSE
weight: 30
bigSprite: 401
floorSprite: 401
invWidth: 2
invHeight: 3
armor: 12
recover: false
battleType: 11
- type: STR_HUMAN_SOLDIER_CORPSE
name: STR_CORPSE
weight: 30
bigSprite: 402
floorSprite: 402
invWidth: 2
invHeight: 3
armor: 12
recover: false
battleType: 11
- type: STR_PARAMEDIC_CORPSE
name: STR_CORPSE
weight: 30
bigSprite: 403
floorSprite: 403
invWidth: 2
invHeight: 3
armor: 12
recover: false
battleType: 11
- type: STR_FIREFIGHTER_CORPSE
name: STR_CORPSE
weight: 30
bigSprite: 404
floorSprite: 404
invWidth: 2
invHeight: 3
armor: 12
recover: false
battleType: 11
units:
- type: STR_POLICE_MALE
race: STR_CIVILIAN
stats:
tu: 45
stamina: 65
health: 30
bravery: 80
reactions: 40
firing: 50
throwing: 50
strength: 24
psiStrength: 5
psiSkill: 0
melee: 50
armor: POLICE_MALE_ARMOR
deathSound: [41, 42, 43]
standHeight: 21
kneelHeight: 14
value: 30
intelligence: 4
energyRecovery: 20
builtInWeaponSets:
-
- STR_PISTOL
- STR_PISTOL_CLIP
- STR_PISTOL_CLIP
- STR_SMOKE_GRENADE
-
- STR_PISTOL
- STR_PISTOL_CLIP
- STR_PISTOL_CLIP
- STR_SMOKE_GRENADE
-
- STR_PISTOL
- STR_PISTOL_CLIP
- STR_PISTOL_CLIP
- STR_SMOKE_GRENADE
- type: STR_POLICE_FEMALE
race: STR_CIVILIAN
stats:
tu: 45
stamina: 65
health: 30
bravery: 80
reactions: 40
firing: 50
throwing: 50
strength: 24
psiStrength: 5
psiSkill: 0
melee: 50
armor: POLICE_FEMALE_ARMOR
deathSound: [44, 45, 46]
standHeight: 21
kneelHeight: 14
value: 30
intelligence: 4
energyRecovery: 20
builtInWeaponSets:
-
- STR_PISTOL
- STR_PISTOL_CLIP
- STR_PISTOL_CLIP
- STR_SMOKE_GRENADE
-
- STR_PISTOL
- STR_PISTOL_CLIP
- STR_PISTOL_CLIP
- STR_SMOKE_GRENADE
-
- STR_PISTOL
- STR_PISTOL_CLIP
- STR_PISTOL_CLIP
- STR_SMOKE_GRENADE
- type: STR_HUMAN_SOLDIER
race: STR_CIVILIAN
rank: STR_LIVE_SOLDIER
stats:
tu: 64
stamina: 90
health: 40
bravery: 80
reactions: 52
firing: 61
throwing: 68
strength: 49
psiStrength: 40
psiSkill: 0
melee: 30
armor: HUMAN_SOLDIER_ARMOR
standHeight: 22
kneelHeight: 14
value: 10
deathSound: [41, 42, 43, 44, 45, 46]
intelligence: 5
aggression: 1
builtInWeaponSets:
-
- STR_RIFLE
- STR_RIFLE_CLIP
- STR_RIFLE_CLIP
- STR_GRENADE
-
- STR_RIFLE
- STR_RIFLE_CLIP
- STR_RIFLE_CLIP
- STR_GRENADE
-
- STR_RIFLE
- STR_RIFLE_CLIP
- STR_RIFLE_CLIP
- STR_GRENADE
- type: STR_PARAMEDIC
race: STR_CIVILIAN
stats:
tu: 45
stamina: 65
health: 30
bravery: 80
reactions: 40
firing: 50
throwing: 50
strength: 24
psiStrength: 5
psiSkill: 0
melee: 50
armor: PARAMEDIC_ARMOR
deathSound: [41, 42, 43, 44, 45, 46]
standHeight: 21
kneelHeight: 14
value: 30
intelligence: 4
energyRecovery: 20
builtInWeaponSets:
-
- STR_MEDI_KIT
-
- STR_MEDI_KIT
-
- STR_MEDI_KIT
- type: STR_FIREFIGHTER
race: STR_CIVILIAN
stats:
tu: 45
stamina: 65
health: 30
bravery: 80
reactions: 40
firing: 50
throwing: 50
strength: 24
psiStrength: 5
psiSkill: 0
melee: 50
armor: FIREFIGHTER_ARMOR
deathSound: [41, 42, 43, 44, 45, 46]
standHeight: 21
kneelHeight: 14
value: 30
intelligence: 4
energyRecovery: 20
builtInWeaponSets:
-
- STR_FIRE_EXT
-
- STR_FIRE_EXT
-
- STR_FIRE_EXT
ufopaedia:
- id: STR_FIRE_EXT
type_id: 4
section: STR_WEAPONS_AND_EQUIPMENT
text: STR_FIRE_EXT_UFOPEDIA
listOrder: 4701
extraSprites:
- type: BIGOBS.PCK
files:
400: Resources/BIGOB_POLICE_MALE_CORPSE.png
401: Resources/BIGOB_POLICE_FEMALE_CORPSE.png
402: Resources/BIGOB_HUMAN_SOLDIER_CORPSE.png
403: Resources/BIGOB_PARAMEDIC_CORPSE.gif
404: Resources/BIGOB_FIREFIGHTER_CORPSE.gif
- type: FLOOROB.PCK
files:
400: Resources/FLOOROB_POLICE_MALE_CORPSE.png
401: Resources/FLOOROB_POLICE_FEMALE_CORPSE.png
402: Resources/FLOOROB_HUMAN_SOLDIER_CORPSE.png
403: Resources/FLOOROB_PARAMEDIC_CORPSE.png
404: Resources/FLOOROB_FIREFIGHTER_CORPSE.gif
- type: PARAMEDIC.PCK
subX: 32
subY: 40
width: 256
height: 1440
files:
0: Resources/PARAMEDIC.png
- type: FIREFIGHTER.PCK
subX: 32
subY: 40
width: 512
height: 720
files:
0: Resources/FIREFIGHTER.png
- type: HUMAN_SOLDIER.PCK
subX: 32
subY: 40
width: 256
height: 1440
files:
0: Resources/HUMAN_SOLDIER.png
- type: POLICE_MALE.PCK
subX: 32
subY: 40
width: 256
height: 1360
files:
0: Resources/POLICE_MALE.png
- type: POLICE_FEMALE.PCK
subX: 32
subY: 40
width: 256
height: 1360
files:
0: Resources/POLICE_FEMALE.png
- type: BIGOBS.PCK
files:
587: Resources/Fire_Extinguisher.png
- type: FLOOROB.PCK
files:
262: Resources/FLOOROB/FloorFireExtinguisher.png
- type: HANDOB.PCK
height: 40
width: 256
subX: 32
subY: 40
files:
256: Resources/HANDOB/FireExt.png
- type: X1.PCK
width: 1024
height: 768
subX: 128
subY: 64
files:
80: Resources/SMOKE/X1_DIO.png
extraSounds:
- type: BATTLE.CAT
files:
76: Resources/Sounds/FlameThrower.wav
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OK, I managed to fix it by following the instructions, testing/playing it now =D (It only works for OpenXcom extended, why cannot it not work for OpenXcom ?)
Because it requires OXCE features to fully work?
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No some lines were not recgonized, probably because code was renamed. Now it should work in open xcom extended.
I played it and the firemen do indeed use extinquisher and maybe there is some shooting.
However I played with alien tech levels set very high, so they can't really fight the aliens that well so that kinda sucks.
It would be cool if maybe their strength was adjusted to that of the alien tech level so at least they have some kind of chance, or even better if they can pick up alien weapons and fight with it ! ;)
This is another thing that kinda bothered me in the original game, cannot pick up alien weapons and actually use them and just sqeeeeze the trigger to see what happens, ok maybe aliens have secret chips that enable the weapons but still, nothing is mentioned about it, so it would be way more cool if one can fire acquired battle field weapons to make it tactically more interesting but ok.
Just imagine bruce willis ripping of an alien arm to active the stolen alien weapon to be able to fire with it ! =D
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If one day I find a rocket launcher on the ground, I won't be able to use it without the risk of it blowing my nose...
So in the same way if I find an alien weapon, I will have the same risk...
This is only my opinion! ;)