OpenXcom Forum

Modding => Released Mods => Topic started by: Svanh on October 20, 2013, 02:22:09 pm

Title: [HWP] Drones - Power suit HWPs
Post by: Svanh on October 20, 2013, 02:22:09 pm
A small mod adding some 1x1 HWPs for later game.

Assault Drone - Decent robotic soldier, armed with plasma weapon halfway between heavy plasma and plasma rifle

Scout Drone - High TUs and strength with a laser rifle, good for getting heavy supplies across the map.

Hammer Heavy Artillery Drone - Fires explosive or incendiary shells in an arc. Explosive shells have a blast radius of 2 and can punch through UFOs, incendiary shells set a very, very large area on fire. You can't unload shells without firing them due to the limitations of fixed weapons.

All three require you to research the power suit and mind probe. The Assault Drone requires plasma cannon research, the Scout Drone requires laser rifle research and the Hammer requires blaster launcher research with blaster bomb research for the ammunition.

You will also need a power/flying suit corpse in your base's inventory to unlock one of the necessary research topics and to build each drone.

While a Medic Drone is in the ruleset it doesn't work due to a quirk of battleType and inventory placement.

To install:
Extract Drone.zip to ...\openxcom\data and add
 
Code: [Select]
rulesets:
  - Drone
to the config file

OR

Place Drone (PLAIN).rul in your ...\openxcom\data\rulesets folder and add
 
Code: [Select]
rulesets:
  - Drone (PLAIN)

to the config file.

The Drone (PLAIN) ruleset uses the original X-com power suit sprites while the .zip uses MKSheppard's recoloured power suit sprites.

Last updated: 03/11/2013
Title: Re: Drones - Power suit HWPs
Post by: tyran_nick on October 20, 2013, 02:48:22 pm
That's a nice idea!
Maybe you could use some of the recoloured armor sets for the graphs?
Title: Re: Drones - Power suit HWPs
Post by: Svanh on October 21, 2013, 05:02:56 am
Thanks for the suggestion. I've updated the mod with some of MKSheppard's X-COM recolours and changed some stats.
Title: Re: Drones - Power suit HWPs
Post by: Hobbit Lord on October 21, 2013, 05:30:34 am
What might be pretty useful  is an HWP with an 'inventory slot' which can carry extra equipment so your troopers don't need to carry it all. Additional heavy weapons, rockets, medikits, high explosives, stun rods etc which can come in handy but usually don't
Title: Re: Drones - Power suit HWPs
Post by: Svanh on October 21, 2013, 06:37:09 am
What might be pretty useful  is an HWP with an 'inventory slot' which can carry extra equipment so your troopers don't need to carry it all. Additional heavy weapons, rockets, medikits, high explosives, stun rods etc which can come in handy but usually don't

All three drones have the standard inventory slots for carrying items/ammo minus a hand slot (Fixed weapons can't be moved/removed). Part of the Scout Drone's purpose is to carry large amounts of equipment very quickly. Unfortunately there doesn't appear to be a way to make inventory slots apply only to certain units so I can't add anything past the basic soldier inventory without giving it to X-COM soldiers as well.
Title: Re: Drones - Power suit HWPs
Post by: MKSheppard on October 21, 2013, 08:28:53 pm
May I suggest something to make this more unique and extend the original game's functionality?

I'm sure all of you wondered whatever happened to the Power/Flying Suits after someone got killed in them. It made no sense that an incredibly valuable piece of equipment was never reused after the previous occupant was killed in them -- they were rare enough (used enough elerium 115) to make it worth recycling.

WHAT IF.....

Nobody wants to be in a "previously used" power suit? I imagine that alien alloy metallurgy is still kind of experimental, meaning that if you can cover over the hole in the power suit from a plasma bolt; there's going to be a big area of shiny bare metal that doesn't match the rest of the suit -- hence the painting of it -- to hide the repairs.

After the tenth squaddie in a row refused to get into a "slightly used" power suit; what if the XCOM engineers suggested that these "slightly used" suits could be recycled into combat drones? You were already most of the way there with the power-assist mechanisms required to make the suits not impair the user when worn -- it's just a matter of having a computer drive that functionality instead of a human.

You'd need to include code to change the stock ruleset:

Code: [Select]
  - type: STR_CORPSE_SUIT
    recover: true

and then design up a research project that requires a suited corpse to be researched -- followed by changing the manufacture rules of the drones to require one suited corpse + 1 Plasma weapon + several dozen engineer manhours to retrofit it (along with a small amount of alien alloy to cover up the plasma holes).
Title: Re: Drones - Power suit HWPs
Post by: Svanh on October 22, 2013, 02:43:06 am
May I suggest something to make this more unique and extend the original game's functionality?

Corpse bots!

Done! Main post updated.
Several omitted requirements in the UFOpedia, manufacturing requirements and some extra inventory slots added in addition to basing the drones on corpses.
Title: Re: Drones - Power suit HWPs
Post by: Hobbit Lord on October 22, 2013, 06:40:22 pm
Wow really cool!
Title: Re: Drones - Power suit HWPs
Post by: MKSheppard on October 22, 2013, 07:10:03 pm
There are only two issues now:

1.) When you add a drone HWP to a skyranger, it subtracts four seats

2.) It uses the same tank sprite as a stock HWP.
Title: Re: Drones - Power suit HWPs
Post by: mercy on October 22, 2013, 09:20:25 pm
There are only two issues now:

1.) When you add a drone HWP to a skyranger, it subtracts four seats

2.) It uses the same tank sprite as a stock HWP.

But it should use the Power Suit graphics, right?
Title: Re: Drones - Power suit HWPs
Post by: Svanh on October 23, 2013, 02:28:03 am
There are only two issues now:

1.) When you add a drone HWP to a skyranger, it subtracts four seats

2.) It uses the same tank sprite as a stock HWP.

Unfortunately I don't really know how to fix that. Those issues seem to be hardcoded limitations of HWPs. I might buff the drones to make up for the 4 seat issue.

But it should use the Power Suit graphics, right?

It uses the power suit sprites ingame, but displays the standard tank image next to "equipment" on the "equip craft" menu.
Title: Re: Drones - Power suit HWPs
Post by: Svanh on October 28, 2013, 12:50:00 pm
Unfortunately I don't really know how to fix that. Those issues seem to be hardcoded limitations of HWPs. I might buff the drones to make up for the 4 seat issue.

Finally got around to that buff. Drones have more health, TUs and are generally better shots except for the Hammer (Artillery isn't on the front lines and it's already 100% accurate).

Still have no idea how to fix those issues though.

Main post updated!
Title: Re: Drones - Power suit HWPs
Post by: Hobbit Lord on October 30, 2013, 08:34:45 pm
Downloaded it just now and the research project is not coming up (I have laser rifle + power armor + mind probe, scout drone doesn't appear)

Is a new game required?
Title: Re: Drones - Power suit HWPs
Post by: Hobbit Lord on October 30, 2013, 09:01:35 pm
Quote from: Weebly website
Drones require power suit research along with weapons research specific to each drone. All require the corpse of a soldier who died wearing a power suit or flying suit to be manufactured along with a handful of other requirements.
Just found this, would that be the problem?
Title: Re: Drones - Power suit HWPs
Post by: Svanh on October 30, 2013, 11:19:25 pm
Just found this, would that be the problem?

You need to have the corpse of a soldier who died while wearing a power suit or flying suit in your base inventory. Then you get a research project (Sort of like an autopsy) which uses one corpse and unlocks drone manufacture.

EDIT: Or that's how it would work if I ever implemented that functionality. At the moment you shouldn't need any research projects that aren't in the vanilla game. Have you checked to see if you can manufacture drones?

EDIT RELOADED: Actually the version with the recoloured power suit graphics requires the corpse research while the plain version doesn't. I'll probably update that version soon.
Title: Re: Drones - Power suit HWPs
Post by: Hobbit Lord on October 30, 2013, 11:46:18 pm
You need to have the corpse of a soldier who died while wearing a power suit or flying suit in your base inventory. Then you get a research project (Sort of like an autopsy) which uses one corpse and unlocks drone manufacture.

EDIT: Or that's how it would work if I ever implemented that functionality. At the moment you shouldn't need any research projects that aren't in the vanilla game. Have you checked to see if you can manufacture drones?

EDIT RELOADED: Actually the version with the recoloured power suit graphics requires the corpse research while the plain version doesn't. I'll probably update that version soon.
OK, I'm using the recolored one

BTW I'm doing a let's play with your mods think I'm a couple of months away from getting from getting a power armor corpse but will see how it goes

https://openxcom.org/forum/index.php/topic,1681.msg15673.html#msg15673
Title: Re: Drones - Power suit HWPs
Post by: Svanh on October 31, 2013, 12:04:49 am
OK, I'm using the recolored one

BTW I'm doing a let's play with your mods think I'm a couple of months away from getting from getting a power armor corpse but will see how it goes

https://openxcom.org/forum/index.php/topic,1681.msg15673.html#msg15673

You'll need high psi-strength soldiers for cult missions, but most enemies on those missions should die to even starting weapons (Cult members take 50% damage from plasma weapons and 70% damage from laser weapons but full damage from amour-piercing weapons).

Also, there may be a crash bug with cult missions that I haven't quite managed to track down. Save at the start of a mission or before it starts and be careful when saving without all your soldiers in a position where you can pull out.

Good luck, and enjoy killing aliens with walking corpses! ;)

Main post updated with latest DRONE (PLAIN).rul.
Title: Re: Drones - Power suit HWPs
Post by: Hobbit Lord on October 31, 2013, 12:47:40 am
You'll need high psi-strength soldiers for cult missions, but most enemies on those missions should die to even starting weapons (Cult members take 50% damage from plasma weapons and 70% damage from laser weapons but full damage from amour-piercing weapons).

Also, there may be a crash bug with cult missions that I haven't quite managed to track down. Save at the start of a mission or before it starts and be careful when saving without all your soldiers in a position where you can pull out.

Good luck, and enjoy killing aliens with walking corpses! ;)

Main post updated with latest DRONE (PLAIN).rul.
I was wondering, what's the logic behind human Cultists taking reduced damage from plasma and laser?
Title: Re: Drones - Power suit HWPs
Post by: Svanh on October 31, 2013, 05:30:49 am
I was wondering, what's the logic behind human Cultists taking reduced damage from plasma and laser?

There is no logic behind it. Most of the things I make come straight out of my personal ruleset so my mods are "balanced" around that. I've changed my ruleset so the weapon classes (Beginning, Laser, Plasma) have different roles instead of being almost straight upgrades and I've buffed most of the aliens in some respect as well (Snakemen resist lasers and are tougher, Mutons are walking tanks (3x vanilla armour) but aren't so good in the psi department, Ethereals are weak but have good reactions and psi strength >100 etc.).

Cultists are fairly weak and, if you can cope with the psi attacks, they don't pose much of a threat. Adding a slight resistance to lasers and plasma weapons means that plasma weapons are viable but will work about as well as autocannons, ensuring that the missions are still decently difficult when you have the psi aspect dealt with.

Alternatively, their resistance to lasers and plasma weapons is the result of alien hazing rituals. Who knows?  ;)
Title: Re: Drones - Power suit HWPs
Post by: Hobbit Lord on November 02, 2013, 01:41:41 pm
You need to have the corpse of a soldier who died while wearing a power suit or flying suit in your base inventory. Then you get a research project (Sort of like an autopsy) which uses one corpse and unlocks drone manufacture.

EDIT: Or that's how it would work if I ever implemented that functionality. At the moment you shouldn't need any research projects that aren't in the vanilla game. Have you checked to see if you can manufacture drones?

EDIT RELOADED: Actually the version with the recoloured power suit graphics requires the corpse research while the plain version doesn't. I'll probably update that version soon.
Hey Svanh

I had a power suit soldier die, no 'corpse' shows up in inventory. No research projects

Any ideas? Do I need to pick up the dead trooper while in Battlescape or something?
Title: Re: [HWP] Drones - Power suit HWPs
Post by: Hobbit Lord on November 02, 2013, 02:10:15 pm
Tried again. Picked up the corpse which I had in my backpack at end of mission, still no research project or item
Title: Re: [HWP] Drones - Power suit HWPs
Post by: Hobbit Lord on November 02, 2013, 02:18:04 pm
Don't understand the OXC modding system but is it normal that the item and the technology both have the same name... ie STR_CORPSE_SUIT ?

Tried setting 'needItem' in the research section to false still can't research
Title: Re: [HWP] Drones - Power suit HWPs
Post by: Hobbit Lord on November 02, 2013, 02:34:42 pm
Hmmm... this is really bizarre

I was sure I added Drone to the config file. I checked and it wasn't there. Added the line again, saved the file and started Open X-Com

It seems the added line DISAPPEARS every time I run open x-com! I repeated the experiment twice. It's as if the program deletes the line and saves the file again

The exact same thing happens with CULT.rul but not with any other rulesets like weapon mods


edit: Yes, the file is overwritten. I saved the file at 2.26 with the new line added. As soon as I run Open XCom the cfg file updates to 2.30 and the Drone line is missing

Config file BEFORE running Open XCom

Code: [Select]
rulesets:
  - Xcom1Ruleset
  - XCOM1_XCUTIL_Fighters_Carry_Troops
  - XCOM1_XCUTIL_Skyranger_Weapons
  - XCOM1_XCUTIL_Improved_Heavy_Laser
  - XCOM1_XCUTIL_Improved_HighExplosive
  - XCOM1_XCUTIL_Improved_HWPs
  - XCOM1_XCUTIL_Improved_Pistol
  - CULT
  - Drone
  - GrenadeLauncher
  - LMG
  - Magnum
  - SMG
  - Railgun
  - Retaliator
  - Thunder
purchaseexclusions:
  []
options:
  windowedModePositionY: -1
  windowedModePositionX: -1
  weaponSelfDestruction: false
  vSyncForOpenGL: true
  useOpenGLShader: Shaders/HQ2x.OpenGL.shader
  useOpenGL: true
  useHQXFilter: false
  useOpenGLSmoothing: true
  traceAI: false
  strafe: false
  soundVolume: 128
  sneakyAI: true
  showMoreStatsInInventoryView: true
  showFundsOnGeoscape: true
  researchedItemsWillSpent: false
  playIntro: true
  pauseMode: 0
  newSeedOnLoad: false
  mute: false
  musicVolume: 128
  maxFrameSkip: 8
  language: en-US
  keyboardMode: 0
  keyScreenshot: 306
  keyQuickSave: 287
  keyQuickLoad: 290
  keyGeoZoomIn: 43
  keyOk: 13
  keyGeoUfopedia: 117
  keyGeoToggleRadar: 114
  keyGeoToggleDetail: 9
  keyGeoSpeed5: 53
  keyGeoSpeed4: 52
  keyGeoSpeed3: 51
  keyGeoSpeed6: 54
  keyGeoSpeed2: 50
  keyGeoSpeed1: 49
  keyGeoOptions: 27
  keyGeoGraphs: 103
  keyGeoIntercept: 105
  keyGeoDown: 274
  keyGeoBases: 98
  keyFps: 286
  keyGeoFunding: 102
  keyCancel: 27
  keyBattleZeroTUs: 127
  keyBattleUp: 273
  keyBattleReserveSnap: 283
  keyBattleReserveNone: 282
  keyBattleStats: 115
  keyBattleReserveKneel: 106
  keyBattleReserveAuto: 285
  keyBattleReserveAimed: 284
  keyBattleReload: 114
  keyBattlePersonalLighting: 108
  keyBattleOptions: 27
  keyBattleLevelUp: 280
  keyBattleMap: 109
  keyBattleKneel: 107
  keyBattleInventory: 105
  keyBattleEndTurn: 8
  keyBattleDown: 274
  keyBattleDeselectUnit: 92
  keyBattleCenterUnit: 278
  keyBattleCenterEnemy9: 57
  keyBattleCenterEnemy8: 56
  keyBattleCenterEnemy7: 55
  keyBattleCenterEnemy6: 54
  keyBattleCenterEnemy5: 53
  keyBattleCenterEnemy4: 52
  keyBattleCenterEnemy3: 51
  keyBattleCenterEnemy2: 50
  keyBattleCenterEnemy10: 48
  keyBattleCenterEnemy1: 49
  keepAspectRatio: false
  globeAllRadarsOnBaseBuild: true
  fullscreen: false
  fpsCounter: false
  displayWidth: 720
  debug: false
  customInitialBase: true
  cursorInBlackBandsInWindow: true
  debugUi: false
  cursorInBlackBandsInFullscreen: false
  cursorInBlackBandsInBorderlessWindow: false
  craftLaunchAlways: true
  classicMouseHandling: false
  checkOpenGLErrors: false
  captureMouse: false
  canTransferCraftsWhileAirborne: false
  canManufactureMoreItemsPerHour: false
  borderless: false
  battleXcomSpeed: 30
  canSellLiveAliens: true
  battleTooltips: true
  battleScrollType: 1
  battleScrollSpeed: 12
  battleScrollDragTimeTolerance: 300
  battleScrollDragPixelTolerance: 10
  battleScrollDragInvert: false
  battleScrollDragButton: 2
  battleRangeBasedAccuracy: false
  battlePreviewPath: false
  battleNotifyDeath: true
  battleNewPreviewPath: 0
  battleInstantGrenade: false
  battleFireSpeed: 5
  battleHairBleach: true
  battleExplosionHeight: 3
  battleAutoEnd: false
  battleAlienSpeed: 30
  autosave: 0
  audioBitDepth: 16
  asyncBlit: true
  allowChangeListValuesByMouseWheel: false
  allowBuildingQueue: false
  aggressiveRetaliation: true
  NewBattle_STR_STUN_BOMB: 0
  NewBattle_STR_STUN_ROD: 0
  NewBattle_STR_PLASMA_RIFLE_CLIP: 0
  NewBattle_STR_PROXIMITY_GRENADE: 2
  NewBattle_STR_PISTOL: 10
  NewBattle_STR_INCENDIARY_ROCKET: 1
  NewBattle_STR_LASER_PISTOL: 0
  NewBattle_STR_HEAVY_CANNON: 1
  NewBattle_STR_HC_HE_AMMO: 1
  NewBattle_STR_HEAVY_PLASMA: 0
  NewBattle_STR_HEAVY_LASER: 0
  NewBattle_STR_HC_AP_AMMO: 2
  baseYResolution: 200
  baseXResolution: 320
  audioSampleRate: 22050
  anytimePsiTraining: false
  NewBattle_STR_HEAVY_PLASMA_CLIP: 0
  changeValueByMouseWheel: 10
  displayHeight: 480
  globeSeasons: false
  keyBattleAbort: 97
  keyBattleLeft: 276
  keyBattleLevelDown: 281
  keyBattleNextUnit: 9
  keyBattlePrevUnit: 304
  keyBattleRight: 275
  keyBattleVoxelView: 291
  keyGeoLeft: 276
  keyGeoRight: 275
  keyGeoUp: 273
  keyGeoZoomOut: 45
  useScaleFilter: false
  allowResize: false
  allowAutoSellProduction: false
  allowPsionicCapture: false
  alienContainmentLimitEnforced: false
  alienContainmentHasUpperLimit: true
  NewBattle_STR_SMALL_ROCKET: 3
  NewBattle_STR_SMOKE_GRENADE: 4
  NewBattle_STR_ROCKET_LAUNCHER: 1
  NewBattle_STR_SMALL_LAUNCHER: 0
  NewBattle_STR_RIFLE: 5
  NewBattle_STR_RIFLE_CLIP: 10
  NewBattle_STR_PLASMA_PISTOL_CLIP: 0
  NewBattle_STR_PSI_AMP: 0
  NewBattle_STR_PLASMA_RIFLE: 0
  NewBattle_STR_PISTOL_CLIP: 10
  NewBattle_STR_PLASMA_PISTOL: 0
  NewBattle_STR_MIND_PROBE: 0
  NewBattle_STR_MOTION_SCANNER: 2
  NewBattle_STR_LASER_RIFLE: 0
  NewBattle_STR_MEDI_KIT: 2
  NewBattle_STR_LARGE_ROCKET: 1
  NewBattle_STR_HIGH_EXPLOSIVE: 1
  NewBattle_STR_HC_I_AMMO: 1
  NewBattle_STR_GRENADE: 11
  NewBattle_STR_BLASTER_LAUNCHER: 0
  NewBattle_STR_BLASTER_BOMB: 0
  NewBattleAlienRace: 0
  NewBattleItemLevel: 0
  NewBattle_STR_ELECTRO_FLARE: 11
  NewBattle_STR_AC_HE_AMMO: 1
  NewBattle_STR_AUTO_CANNON: 1
  NewBattleDifficulty: 0
  NewBattleTerrain: 0
  NewBattle_STR_AC_I_AMMO: 1
  NewBattle_STR_ALIEN_GRENADE: 0
  NewBattleMission: 1
  NewBattle_STR_AC_AP_AMMO: 2
  NewBattleDarkness: 0
  NewBattleCraft: 0
Title: Re: [HWP] Drones - Power suit HWPs
Post by: Hobbit Lord on November 02, 2013, 02:42:55 pm
Same thing happens with adding Drone (PLAIN), deleted

This is with build openxcom_git_master_2013_10_29_1445
Title: Re: [HWP] Drones - Power suit HWPs
Post by: Svanh on November 03, 2013, 01:18:12 am
Don't understand the OXC modding system but is it normal that the item and the technology both have the same name... ie STR_CORPSE_SUIT ?

Tried setting 'needItem' in the research section to false still can't research

Yes, this is normal. Check out STR_PLASMA_RIFLE or STR_SECTOID_CORPSE in the default ruleset.

I have found a bug with research, namely that I hadn't included a lookUp research project to link to, but no idea yet on your config problems. I'll edit or reply once I know more.

EDIT: Tested both rulesets on the build 2 before yours (openxcom_git_master_2013_10_28_2253) and I don't get any config problems. I'll update to the latest and get back to you.

EDIT2: Tested all three rulesets (Cult and both Drone rulesets) on the latest build (openxcom_git_master_2013_11_02_0024) and they don't get deleted from the config. I'd suggest trying  the latest build and installing all your mods one by one to see if it fixes itself.

Updated main post with latest version (Fixes a research bug).
Title: Re: [HWP] Drones - Power suit HWPs
Post by: Hobbit Lord on November 03, 2013, 08:43:16 pm
Yes, this is normal. Check out STR_PLASMA_RIFLE or STR_SECTOID_CORPSE in the default ruleset.

I have found a bug with research, namely that I hadn't included a lookUp research project to link to, but no idea yet on your config problems. I'll edit or reply once I know more.

EDIT: Tested both rulesets on the build 2 before yours (openxcom_git_master_2013_10_28_2253) and I don't get any config problems. I'll update to the latest and get back to you.

EDIT2: Tested all three rulesets (Cult and both Drone rulesets) on the latest build (openxcom_git_master_2013_11_02_0024) and they don't get deleted from the config. I'd suggest trying  the latest build and installing all your mods one by one to see if it fixes itself.

Updated main post with latest version (Fixes a research bug).
Hi, followed your instructions (new install, manually re-add mods) and it's working

...at least, the STR_CORPSE and research topic have appeared. Thanks
Title: Re: [HWP] Drones - Power suit HWPs
Post by: Zaradur on November 24, 2013, 06:09:30 pm
Hi Everyone,

i modified both Rulesets. I Add an German Translation und i set an Exclamation Mark (i don't know i'ts the right word, i'm German) "#" to the Medic wich don't work so it's no longer buildable. I Named the Drones in my german translation to "S.H.I.V.'s". Lend it form the Remake. ;-) . I think it fit's better than an simple Drone.

While a Medic Drone is in the ruleset it doesn't work due to a quirk of battleType and inventory placement.

I use Debug Mode to check Ufopedia and made an short skrimish Test. There was no Problem.

Best regards
Zaradur
Title: Re: [HWP] Drones - Power suit HWPs
Post by: Svanh on November 25, 2013, 09:18:47 am
Hi Everyone,

i modified both Rulesets. I Add an German Translation und i set an Exclamation Mark (i don't know i'ts the right word, i'm German) "#" to the Medic wich don't work so it's no longer buildable. I Named the Drones in my german translation to "S.H.I.V.'s". Lend it form the Remake. ;-) . I think it fit's better than an simple Drone.

I use Debug Mode to check Ufopedia and made an short skrimish Test. There was no Problem.

Best regards
Zaradur

The Medic Drone can be loaded into the game, pick up items and walk around just fine but as far as I know it doesn't equip its medi-kit in the hand slot so can't use it. Has this changed?

Thanks for the translations, I'll put them into the main post.
Title: Re: [HWP] Drones - Power suit HWPs
Post by: Zaradur on November 25, 2013, 08:17:03 pm
Yes ur'e right. Was my fault. I thought the weapons are fixed like the other HWP like the Tank. So i thought that the Medic is Useless but you can still Equip him with stuff.
I was trying to figure out why the Medic doesn't work but i can't find the problem. :-( The only thing i could mange was that the kit was not fixed so i was able to equip it. Maybe better than it's fixed in the backpack with no use.

I don't like it that the Drones can Acces their Inventory. I think it's better to make an Decision wich Drone i built and use in combat. Now there is only a difference in the Main Weapon but alle Drones can shot with an secondery weapon. So there is no need to built different drones. But that's only my Opinion!

I played a little bit with Notpad++ to edit your rul and i edit the xcom1rulset to figure out when an iventory is accesable. So i think it depends on the DrawingRoutine. But i found no way to get it work probaly.

Is Notepad++ good to edit the rul's? Or is some other Editor better?

Btw i added the translation with the normal notepad is there any chance that it's not working problaly like an real YAML Editor?

Title: Re: [HWP] Drones - Power suit HWPs
Post by: moriarty on November 25, 2013, 09:11:40 pm
notepad++ is fine, be careful to make it replace tabs with the sppropriate number of spaces for the yaml files. that's also the reason notepad works, but may require a bit more attention: if you use a tab instead of spaces, it will look the same in notepad, but yaml will choke on it.
Title: Re: [HWP] Drones - Power suit HWPs
Post by: Warboy1982 on November 29, 2013, 11:27:39 am
access to inventory uses the following rule:

return (_armor->getSize() == 1 && _rank != "STR_LIVE_TERRORIST");

nothing to do with draw routine
Title: Re: [HWP] Drones - Power suit HWPs
Post by: Arpia on November 29, 2013, 07:22:38 pm
so would it be possible currently (or in the future) to have 2x2 units with inventory access?

would let us make HWPs with swapable turrets
or... Enemy Within style equipable mech armor
Title: Re: [HWP] Drones - Power suit HWPs
Post by: SupSuper on November 30, 2013, 01:40:18 pm
so would it be possible currently (or in the future) to have 2x2 units with inventory access?

would let us make HWPs with swapable turrets
or... Enemy Within style equipable mech armor
As well as dropping their turrets on the ground or swapping them for a heavy plasma and an alien grenade. :P
Title: Re: Drones - Power suit HWPs
Post by: Warboy1982 on December 06, 2013, 04:27:11 am
1.) When you add a drone HWP to a skyranger, it subtracts four seats

not any more.
Title: Re: [HWP] Drones - Power suit HWPs
Post by: avenged commander on July 01, 2014, 01:21:30 am
How do I use the hammer HAD, I have the right ammo but I do not know how to use it