- SEA
- CARGO1_ARMORED
- CARGO2_ARMORED
- XBITS
- CARGO3_ARMORED
- GRUNGE4_PIPES_NO_REC_ARMORED
- MOSTLY_PIPES_ARMORED
I don't accidentally want to softlock the game by having aliens hidden underneath the waves.
What happens if an alien or X-Com soldier falls onto this water tile from above?
Also to prevent some of the terrain from being destroyed I gave it an armor value of 255 and DeathId matching its own number. I'm hoping that this will this be enough to assure the walkways/etc don't get destroyed preventing proper navigation of the map.
Here is the tile terrain configuration for OFFSHORE, the custom terrain files are included in the .zip.Code: [Select]- SEA
- CARGO1_ARMORED
- CARGO2_ARMORED
- XBITS
- CARGO3_ARMORED
- GRUNGE4_PIPES_NO_REC_ARMORED
- MOSTLY_PIPES_ARMORED
And here are the map files for the curious, it is currently untested ingame so please let me know if anything goes wrong:
Offshore Rig (V0-46).zip (https://openxcom.org/forum/index.php?action=dlattach;topic=11253.0;attach=59756)
If the tile is impassable, the alien can't get on it. It can fall into it if you kill/stun it, though (but it's not a problem IMO).Please correct me if I'm wrong, is this the solution used for the 0-G missions in XPZ ?
Please correct me if I'm wrong, is this the solution used for the 0-G missions in XPZ ?
Like the bottom is a layer of invisible and impassable terrain. Stun or injured units that collapsed cannot be retrieved unless the mission ends as a win.
I was thinking on how to simulated moving terrain, like a mission on a train (like a train heist or so), where all the tiles outside the train are exit points when the mission ends, but aren't walkable. But this is a topic for another thread.
Great, thank you! I might steal it. :)
If the tile is impassable, the alien can't get on it. It can fall into it if you kill/stun it, though (but it's not a problem IMO).
Like the bottom is a layer of invisible and impassable terrain.
Added.
You can use the "Target_Type/SpecialType" MCD attribute (byte #59) to mark a tile part as a death trap.
Any value between 200 and 254 will work.
255 will also work, but please don't use it.
See attached screenshots from MCDView1 and MCDView2.
The tile part must be used as a FLOOR part in the map editor.
Walls and objects don't do anything.
If a unit walks into a tile with death trap floor, or if a unit falls into such a tile, the game will generate a death trap and activate it.
The death trap is an item with type "STR_DEATH_TRAP_XXX", where XXX is the number you have used as "SpecialType" in the MCD.
For 2x2 units, all 4 tiles are checked for death traps, but only 1 will trigger.
There are two types of death traps:
1. proximity grenades: work as classic proxy grenades, create AOE damage
2. melee items: highly experimental, create non-AOE damage
Examples:
1. proxy (battle type = 5)Code: [Select]items:
- type: STR_DEATH_TRAP_250
battleType: 5 # proxy
damageType: 3
power: 50
damageAlter:
FixRadius: 1 # minimum for nice explosion animation
RandomType: 3
ArmorEffectiveness: 0.0
ToHealth: 20.0
ToTile: 0.0
weight: 3
bigSprite: 21
floorSprite: 21
size: 0.1
costSell: 400
2. melee (battle type = 3)Code: [Select]items:
- type: STR_DEATH_TRAP_251
battleType: 3 # melee
damageType: 7
power: 50
damageAlter:
RandomType: 3
ArmorEffectiveness: 0.0
ToHealth: 10.0
ToTile: 0.0
invWidth: 0 # hidden
invHeight: 0 # hidden
recover: false # don't recover!
hiddenOnMinimap: true # hidden
weight: 6
bigSprite: 26
floorSprite: 26 # use a blank sprite here
handSprite: 80
meleeSound: 54
accuracyMelee: 100
tuMelee: 30
clipSize: -1
size: 0.1
costSell: 945
What if all ocean tiles had a Death Tile under them as described in this post by Meridian: