OpenXcom Forum

Modding => Released Mods => Topic started by: civilian on April 29, 2014, 11:32:02 am

Title: [WEAPON] (Updated v.1.01) Heat-Ray Weapons + new melee weapon
Post by: civilian on April 29, 2014, 11:32:02 am
I wanted to make a tiny weapon mod from scratch with sounds, icons and everything made by myself, and here is the result so far.

Heat-Ray Rifle/Pistol Mod v.1.0

Just a tiny mod that adds Heat-Ray Rifles and Pistols to the game, they have to be researched after the Laser Craft Cannon (only one research) and do heat=infra-red=incendiary damage without igniting things.

They use no clips, BUT to compensate for that, they are very heavy (and i mean that), cost a lot of Alloys and Elerium to produce and do roughly comparable damage to the default-game Laser Weapons, making them hopefully balanced. On top of that you need to remember that Chryssalids and Snakeman are rather resistant against heat=infra-red=incendiary weapons (unlike most other aliens). So the average Heat-Ray weapon is a decent weapon against most enemies, but it is not the only weapon you will ever need.

And here some special things about those weapons:
They use FIXED TU-costs, meaning that you can fire more often with experienced troops. Rookies with ~50 TU's  will e.g. usually be able to fire 2 times only, a late-game soldier with 80 TU's can fire 3 times.
The Rifle does NOT have a snap-fire mode, that's intentional. It's supposed to reflect the fact that this weapon is too heavy and cumbersome. And it forces you to provide (reaction-fire) cover for those carrying the Rifle, making both weapons useful.

There are also custom firing sounds.

The terms rifle and pistol are somewhat false for the heat-ray weapons, they are more like a mix of weapons, the "Pistol" being more like an assault rifle/pistol mix, and the "Rifle" being more like a cannon/Rifle mix.

---------------------------

version 1.01 small balance change and uploaded Power-Glove
version 1.0 now with working hand/floor-objects and small text-tweaks ^o^
version 0.9 original release with place-holder-hand-objects

MAYBE planned: MAYBE a similar-themed melee weapon to complete the pack

Feel free to use this files in any way you want. No need to ask or say anything. Civilian 2014


----------------------------


Updated to v.1.01 WITH  handobjects and small balance change

now also on the modportal: https://www.openxcom.com/mod/heat-ray-weapons


the 3rd pic is a preview of the melee-weapon (Power-Glove), you can find it here:
https://www.openxcom.com/mod/power-glove
Title: Re: Version 0.9 Heatray Weapons
Post by: yrizoud on April 30, 2014, 02:30:14 am
I haven't had the time to test it yet, but it looks lovely - I especially like the color scheme, it will make it easy to see in battle who is using these weapons.
You compare it with laser, but I think the role of these weapons is closer to plasma pistol and rifle. It's especially useful in late game, because power armors give immunity to fire damage, so these weapons can safely be used when aliens use mind control.

I can have a try at the hand objs, if you want.

Title: Re: Version 0.9 Heatray Weapons
Post by: Solarius Scorch on April 30, 2014, 03:52:36 am
Haha, cute hair dryers! :D

I haven't checked them yet, but based on your description here, they are interesting and have some potential. My initial thoughts:

- Incendiary-based damage is a bit of a niche. Good idea.
- No clips is logical, since we have the lasers.
- How heavy is very heavy? I wonder if they really use up so much energy compared to, say, the Heavy Laser to warrant a significantly greater weight.
- Why do you need Elerium to make these, since you don't need it for the lasers? Again, are they really more power-hungry?
- Fixed TU costs is an interesting feature, but I don't know understand why it's applied here. Considering the fact that heat is transferred gradually, heat rays seem to be the exact opposite: no matter how fast the soldier is, they won't deal much more damage per, say, 10 seconds, because the ray has its own dynamics. I'd rather use fixed TUs for something else, if anything (melee seems particularly suitable).

That't it really. You've got something interesting here, I'll check them out soon. :)
Title: Re: Version 0.9 Heatray Weapons
Post by: civilian on April 30, 2014, 11:52:52 am
I haven't had the time to test it yet, but it looks lovely - I especially like the color scheme, it will make it easy to see in battle who is using these weapons.
You compare it with laser, but I think the role of these weapons is closer to plasma pistol and rifle. It's especially useful in late game, because power armors give immunity to fire damage, so these weapons can safely be used when aliens use mind control.

I can have a try at the hand objs, if you want.

Ha, gee, thanks, but I wish you had offered me that help earlier, I spent a whole night figthing with the hand-objects graphics :-D
I ended up by using files I had from other mods and editing them, making them from scratch proved to be too dificult for me.  :-\

Still, the file is done!  ;D

Oh and the laser comparison was only referring to the weapon's strength, not the role. You are right, they work more like Plasmas
Title: Re: Version 0.9 Heatray Weapons
Post by: civilian on April 30, 2014, 12:05:18 pm
Haha, cute hair dryers! :D

- How heavy is very heavy? I wonder if they really use up so much energy compared to, say, the Heavy Laser to warrant a significantly greater weight.
- Why do you need Elerium to make these, since you don't need it for the lasers? Again, are they really more power-hungry?
- Fixed TU costs is an interesting feature, but I don't know understand why it's applied here. Considering the fact that heat is transferred gradually, heat rays seem to be the exact opposite: no matter how fast the soldier is, they won't deal much more damage per, say, 10 seconds, because the ray has its own dynamics. I'd rather use fixed TUs for something else, if anything (melee seems particularly suitable).

That't it really. You've got something interesting here, I'll check them out soon. :)

Yeah, the hairdryer style was inspired by the TFTD Gauss weaponry, BUT the graphics are really made from scratch. Initially I was trying a triangle-shaped weapon but it looked very unrealistic, so i made it more like the G-11 prototype weapon of the 80's, added a grip on the top (for the rifle) like the M-15 has and there you are. The color was  chosen to fit nicely to the Sunfire Armour AND it was meant to be something else from the already existing weapons, without being to shiny.

For the weight /heavyness see the attached inventory screens^ 28 for the pistol and 36 for the rifle. About the Elerium need: I wanted to balance them a bit, I always felt the clip-less lasers are unbalanced (and thus use the laser-clip-mod) and wanted to avoid another limitless weapon.

About the fixed TU's: I was trying to go a new way, make something unique. Trust me, it is really rewarding to see that your best soldier has suddenly a real bonus when using these weapons. It pays off to care for your squad now and not use them as expendale cannon-fodder   ;D

About the Melee weapon...: see readme^
Title: Re: (Updated v.1.0) Heat-Ray Weapons
Post by: winterheart on April 30, 2014, 12:06:35 pm
Offtop: what wrong with fonts in Ufopaedia screens?
Title: Re: (Updated v.1.0) Heat-Ray Weapons
Post by: civilian on April 30, 2014, 12:37:51 pm
I am using the PSX-fonts mod by Amiga.
Title: Re: (Updated v.1.0) Heat-Ray Weapons
Post by: winterheart on April 30, 2014, 01:30:00 pm
Yes, but what is "grid" over entire image?
Title: Re: (Updated v.1.0) Heat-Ray Weapons
Post by: SupSuper on April 30, 2014, 08:54:34 pm
Yes, but what is "grid" over entire image?
He's using a display filter that turns the dithered pixels into a cross-stitch pattern.
Title: Re: (Updated v.1.0) Heat-Ray Weapons
Post by: civilian on May 01, 2014, 12:03:17 pm
^What SupSuper said. The Shader I use is the SABR one. There also exists a better modded SABR2 shader that does not have those gridlines, but sadly it is a real performance hog. https://www.openxcom.com/mod/sabr-xcomified

Oh and just in case you wonder about the Belt inventory: I am using an edited version of the QuickDraw mod, I attached it for anyone who wants it, but beware it slightly lowers all inventory TU costs, too.
Title: Re: (Updated v.1.01) Heat-Ray Weapons + new melee weapon
Post by: Aldorn on May 11, 2014, 10:15:59 pm
French Translation (from 1.01)

Code: [Select]
  - type: fr
    strings:
      STR_HEATRAY_RESEARCH: Armement Thermique
      STR_HEATRAYRIFLE: Fusil Thermique
      STR_HEATRAYPISTOL: Pistolet Thermique
      STR_HEATRAYRIFLE_TEXT: Le Fusil Thermique projette un rayon infrarouge à haute intensité qui tire son énergie d'une puissante et imposante batterie à Elerium-115.  Ne nécessite aucun chargeur de munitions.
      STR_HEATRAYPISTOL_TEXT: Le Pistolet Thermique, capable de projeter un puissant rayon infrarouge, tire son énergie d'une batterie à Elerium-115 et s'affranchit de tout chargeur de munitions.
Title: Re: (Updated v.1.01) Heat-Ray Weapons + new melee weapon
Post by: Avalanche on May 13, 2014, 12:33:54 am
I really like the heat ray idea. Incendiary is a damage type which is pretty much unused. Is there any chance you could add a snap shot to the rifle though? It seems kind of odd to just have aimed and auto
Title: Re: (Updated v.1.01) Heat-Ray Weapons + new melee weapon
Post by: Solarius Scorch on May 13, 2014, 12:50:45 am
I really like the heat ray idea. Incendiary is a damage type which is pretty much unused. Is there any chance you could add a snap shot to the rifle though? It seems kind of odd to just have aimed and auto

Not having a snap mode prevents the weapon from reaction-firing, perhaps that's the idea?
Title: Re: (Updated v.1.01) Heat-Ray Weapons + new melee weapon
Post by: civilian on May 14, 2014, 12:05:28 pm
Yep, that was the idea, it makes both weapons useful, the smaller one providing cover for the bigger one. But feel free to add a snap-shot to the RUL file, just open it in Notepad++ (freeware) and add them it is very easy, trust me.  :)
Title: Re: [WEAPON] (Updated v.1.01) Heat-Ray Weapons + new melee weapon
Post by: niculinux on June 15, 2014, 12:12:40 pm
Nice thnks, but don't get offended but don't like their design, personally   :'( please may you redesing them.  8)
Title: Re: [WEAPON] (Updated v.1.01) Heat-Ray Weapons + new melee weapon
Post by: Jo5hua on June 16, 2014, 01:55:55 pm
I tried finding this on the modsite but cannot find it. Is a download available?
Title: Re: [WEAPON] (Updated v.1.01) Heat-Ray Weapons + new melee weapon
Post by: niculinux on June 17, 2014, 11:28:28 pm
I tried finding this on the modsite but cannot find it. Is a download available?

click on the .zip file underneath the screenshots. The mods are attached to the post ;)
Title: Re: [WEAPON] (Updated v.1.01) Heat-Ray Weapons + new melee weapon
Post by: Nightwolf on June 18, 2014, 03:52:47 pm
Hi. Spanish translation:

Quote
  - type: es
    strings:
      STR_HEATRAY_RESEARCH: Armas de Rayos Calóricos
      STR_HEATRAYRIFLE: Rifle de rayos Calóricos
      STR_HEATRAYPISTOL: Pistola de Rayos Calóricos
      STR_HEATRAYRIFLE_TEXT: El Rifle de Rayos Calóricos dispara un haz infrarrojo muy intenso utilizando una pesada batería de Elerium-115, con lo que elimina la necesidad de usar cargadores.
      STR_HEATRAYPISTOL_TEXT: La Pistola de Rayos Calóricos dispara un intenso haz de infrarrojos, al utilizar una pesada batería de Elerium-115, evita el uso de cargadores.
  - type: es-419
    strings:
      STR_HEATRAY_RESEARCH: Armas de Rayos Calóricos
      STR_HEATRAYRIFLE: Rifle de rayos Calóricos
      STR_HEATRAYPISTOL: Pistola de Rayos Calóricos
      STR_HEATRAYRIFLE_TEXT: El Rifle de Rayos Calóricos dispara un haz infrarrojo muy intenso utilizando una pesada batería de Elerium-115, con lo que elimina la necesidad de usar cargadores.
      STR_HEATRAYPISTOL_TEXT: La Pistola de Rayos Calóricos dispara un intenso haz de infrarrojos, al utilizar una pesada batería de Elerium-115, evita el uso de cargadores.    
Title: Re: [WEAPON] (Updated v.1.01) Heat-Ray Weapons + new melee weapon
Post by: niculinux on June 21, 2014, 11:26:41 am
Dear civilian,

Please update the page on mod portale, because it currently gives an error (https://www.openxcom.com/mod/heat-ray-weapons)

Also,. Id separate the power glove  putting in a dedicated thread. ;)
Title: Re: [WEAPON] (Updated v.1.01) Heat-Ray Weapons + new melee weapon
Post by: Aldorn on June 21, 2014, 11:36:06 am
Dear civilian,

Please update the page on mod portale, because it currently gives an error (https://www.openxcom.com/mod/heat-ray-weapons)

Also,. Id separate the power glove  putting in a dedicated thread. ;)
From what I understood, Civilian should not be available for some time, so perhaps ask your dear Jo5hua instead
Title: Re: [WEAPON] (Updated v.1.01) Heat-Ray Weapons + new melee weapon
Post by: niculinux on June 21, 2014, 01:29:39 pm
From what I understood, Civilian should not be available for some time, so perhaps ask your dear Jo5hua instead

No problem, let's go with "it'ready when it's ready" philosophy :D thank you!
Title: Re: [WEAPON] (Updated v.1.01) Heat-Ray Weapons + new melee weapon
Post by: Jo5hua on June 21, 2014, 05:51:49 pm
All of his mods have been readded onto the modsite.

Power Glove:
https://www.openxcom.com/mod/power-glove

Addon Terrains Mapblocks:
https://www.openxcom.com/mod/addon-terrains-mapblocks

Heat-Ray Weapons:
https://www.openxcom.com/mod/heat-ray-weapons
Title: Re: [WEAPON] (Updated v.1.01) Heat-Ray Weapons + new melee weapon
Post by: niculinux on June 21, 2014, 07:06:52 pm
Thanks. Think that mod will be perfectly balance and match with the Clips for laser wepaons (https://openxcom.org/forum/index.php?topic=1802.msg23680#msg23680) mod
Title: Re: [WEAPON] (Updated v.1.01) Heat-Ray Weapons + new melee weapon
Post by: phobos2077 on June 22, 2014, 10:34:48 am
Russian translation for heat-ray weapons:
Code: [Select]
  - type: ru
    strings:
      STR_HEATRAY_RESEARCH: Тепло-лучевое оружие
      STR_HEATRAYRIFLE: Тепло-лучевая винтовка
      STR_HEATRAYPISTOL: Тепло-лучевой пистолет
      STR_HEATRAYRIFLE_TEXT: Тепло-лучевая винтовка поражает цель интенсивным инфракрасным лучем и использует большую и тяжелую батарею из элериума-115. Тем самым пропадает необходимость в магазинах с боеприпасами.
      STR_HEATRAYPISTOL_TEXT: Тепло-лучевой пистолет стреляет сильным инфракрасным лучем и используется довольно большую и тяжелую батарею из элериума-115, убирая необходимость в магазинах с боеприпасами.
Title: Re: [WEAPON] (Updated v.1.01) Heat-Ray Weapons + new melee weapon
Post by: Aldorn on July 28, 2014, 02:14:23 am
I hope Civilian will not be offended given that I decided to make a small rework of its heat-ray weapons for my personal use
- first I added Sniper Rifle, Heavy Cannon and Scatter
- I also reworked handob of Rifle as a possible replacement of Civilian's version.

Either handobs are very laborious to design, or I just don't know the right technique for drawing perspective. If anyone as any advice to provide, do not hesitate ! (I just noticed only four have to be made, then the four else could be generated by symmetric)

I provide sprites (with their "sprite parameters" only) in case someone else would like to use them.

Credits are for Civilian, as without him heat-ray weapons would certainly never have existed. And some for Falko as his tools are really, really useful !
Title: Re: [WEAPON] (Updated v.1.01) Heat-Ray Weapons + new melee weapon
Post by: Arthanor on October 05, 2014, 07:39:16 pm
Hi Civilian,

I just downloaded this from the modsite. It's a neat piece of work. Pretty much as new as can be in the game.

I was thinking of using it as an alien weapon, but then I realized that power/flight suits are immune to incendiary damage :/ I'm really not sure how to go about it, as I really liked the idea. I might just give power armour ~50% resistance or something..

Anyhow, my main question is: Usually, incendiary weapon do pitiful on hit damage because they set things on fire. How is it that those weapons work like regular weapons? Because they are not explosions? Also, do they ignore armour like other incendiary weapons or not?
Title: Re: [WEAPON] (Updated v.1.01) Heat-Ray Weapons + new melee weapon
Post by: new_civilian on October 06, 2014, 11:41:33 am
Sorry for not being able to respond for some time  :-[

Aldorn, thanks for posting that! I would never feel offended by anyone using my ideas, on the contrary: The more, the merrier!  :) I have to test your version right away! Shall I provide a link to your mod on my mod versions website?

Arthanor: I frankly don't know, my guess is that the default flame damage is spread all over the area, whereas my weapons concentrate it in one spot.
And yes, lowering the INC resistance of the armors is the only way that works, I did that for a personal mod, too.

niculinux: Do you like the version from Aldorn better? If yes it would free me from the task of making them again  ;D

Oh and just to mention it again: All my mods and files are free to use for any purpose you see fit.
Title: Re: [WEAPON] (Updated v.1.01) Heat-Ray Weapons + new melee weapon
Post by: NoelBuddy on October 06, 2014, 05:27:37 pm
Okay, there are two things at play here that I would appreciate any insight that can be given.

One- this mod defy's normal incendiary dammage rules, this is neat but I can't see how it's doing it

Two- when I set the blast radius to a non-zero the game goes black and closes out no message.  Possibly related? Maybe due to the nightly, about to check if there is a new one... nope... trying in version 1.0... AND it doesn't crash.

Wild speculations of possible causes: infinite ammo, defined hit animation, voodoo.

EDIT: The zero blastradius seems to be the reason it isn't limited by normal incendiary damage, with a non-zero blast radius the incendiary damage is used even with a direct hit, with an undefined or -1 blastradius the radius is determined by the power.
EDIT2:  Something in the nightly is causing the crash... upon further investigation, it is the hit animation doesn't work with an explosion, not sure why I didn't get the same crash in v1.0
Title: Re: [WEAPON] (Updated v.1.01) Heat-Ray Weapons + new melee weapon
Post by: Arthanor on October 06, 2014, 06:18:40 pm
That's really weird. I just tried setting the blast radius to 2 and it works for me. I am using 1.0 though.. Seems like it is something in the nightly. And indeed, having a blast radius makes it do normal incendiary damage as far as I can tell. Weird..!
Title: Re: [WEAPON] (Updated v.1.01) Heat-Ray Weapons + new melee weapon
Post by: Falko on October 06, 2014, 06:29:06 pm
Wild speculations
it would be helpful to post your changes/rulset
Title: Re: [WEAPON] (Updated v.1.01) Heat-Ray Weapons + new melee weapon
Post by: NoelBuddy on October 06, 2014, 06:47:42 pm
Right, sorry.  The one with no hit animation works with the nightly, the other does not.  Both work with v1.0.
Title: Re: [WEAPON] (Updated v.1.01) Heat-Ray Weapons + new melee weapon
Post by: Arthanor on October 06, 2014, 06:59:39 pm
That's funny. I thought maybe the nightly might force you to define the hit animation, but only working when you don't have it is weird. Maybe lasers aren't a proper hit animation in the nightly for explosions?

Actually, in 1.0, giving it a blast radius overwrote the hit animation and I got a regular explosion, despite it being supposed to be the laser hit animation (hitAnimation: 36). Maybe in the nightly, if you ask for the laser, it does try to do the laser animation, but it doesn't work for explosions since it's a bullet hit, so it crashes..?

All area of effect attacks in 1.0 are restricted to be regular explosions. The nightly does have definable explosion animations, to be able to support TFTD with underwater and above water combat, which 1.0 does not have. You could try to define "hitAnimation: 0" in the nightly, which just requests the regular explosion, and see if it works.
Title: Re: [WEAPON] (Updated v.1.01) Heat-Ray Weapons + new melee weapon
Post by: Falko on October 06, 2014, 07:29:19 pm
Right, sorry.  The one with no hit animation works with the nightly, the other does not.  Both work with v1.0.
that would have ben my first guess
there was some change in regard to hit / explosion animation in preperation for TFTD
as a consequence some sprites that were just unused before are now "used if there" so it some small changes in mods so you fixed it yourself
gz :)
Title: Re: [WEAPON] (Updated v.1.01) Heat-Ray Weapons + new melee weapon
Post by: NoelBuddy on October 06, 2014, 07:36:17 pm
It works with hitAnimation: 0 , hitAnimation: 1- 7 shows one frame of the explosion(different frame for each value) then crashes, hitAnimation: 8+ instant crash
Title: Re: [WEAPON] (Updated v.1.01) Heat-Ray Weapons + new melee weapon
Post by: Falko on October 06, 2014, 07:50:34 pm
thats not surprising
i assume if you make a blast radius you dont "hit" but make an explosion (=> X1.pck)
the explosion in ufo is the first image (only 8 frames, one style)
in tftd you have more options (second image)
i assume now you could mod your own explosion style if you draw the images and make correct extraspritre numbers
Title: Re: [WEAPON] (Updated v.1.01) Heat-Ray Weapons + new melee weapon
Post by: NoelBuddy on October 06, 2014, 08:20:42 pm
I attempted to define the TFTD blasts you posted and use them like so:

Code: [Select]
...
    hitAnimation: 8
...
  - type: X1.PCK
    files:
      8: Resources/HeatRay/X1(tftd).png
    width: 1024
    height: 128
    subX: 136
    subY: 64

But the hitAnimation: string still crashes it, is there another string to assign a blast animation(if so it's not yet listed in the wiki)?
Title: Re: [WEAPON] (Updated v.1.01) Heat-Ray Weapons + new melee weapon
Post by: Arthanor on October 07, 2014, 12:49:33 am
I think you've got your numbers mixed up:
Width: 1024 is good
height: 128 is twice as big as I'd expect. I'm pretty sure the height is 64 (at least the standard XCom one is)
subX: 1024 is not 8*136, it should be 128 for subX (unless you've got the Width wrong and it should be 1088)
subY: 64 is good, as long as the height is also 64. (assuming you have the standard 8x1 format for the explosion, not 4x2)

So your declaration should be:
Code: [Select]
- type: X1.PCK
    files:
      8: Resources/HeatRay/X1(tftd).png
    width: 1024
    height: 64
    subX: 128
    subY: 64

Edit: Actually, it looks like you're trying to use the image Falko posted above. So a height of 128 would work since it is two rows of explosion (keep subY: 64). The subX you define is still wrong though. I'm not entirely sure how to access the second row, probably just "hitAnimation: 16" without defining anything else since the extra sprite line defines both rows.
Title: Re: [WEAPON] (Updated v.1.01) Heat-Ray Weapons + new melee weapon
Post by: Falko on October 07, 2014, 06:07:15 am
i assume now you could mod your own explosion style
i did not try it.
it took a small test with just a recolored ufo-X1 image to see if a replacment works at all
Code: [Select]
extraSprites:
  - type: X1.PCK
    subX: 128
    subY: 64
    width: 1024
    height: 64
    files:
      0: Resources/test/X3.png
and i got a crash while entering battlemode so it seems X1.PCK is currently/not that way? not replacable but thats not what the thread is about
i concur with your "but only working when you don't have it is weird" statement
Title: Re: [WEAPON] (Updated v.1.01) Heat-Ray Weapons + new melee weapon
Post by: new_civilian on October 12, 2014, 05:09:38 pm
I made this for anyone who wants a different look. Please use the new RUL file because the rifle's size is smaller now.
Title: Re: [WEAPON] (Updated v.1.01) Heat-Ray Weapons + new melee weapon
Post by: NoelBuddy on October 24, 2014, 08:00:48 pm
For anyone following the explosion discussion here the solution and next step in development on the issue is posted here: https://openxcom.org/forum/index.php?topic=3044.msg34716#msg34716
Title: Re: [WEAPON] (Updated v.1.01) Heat-Ray Weapons + new melee weapon
Post by: MontyDrake on January 08, 2015, 11:54:49 pm
Spanish translation:

Code: [Select]
  - type: es-ES
    strings:
      STR_HEATRAY_RESEARCH: Armas caloríficas
      STR_HEATRAYRIFLE: Rifle calorífico
      STR_HEATRAYPISTOL: Pistola calorífica
      STR_HEATRAYRIFLE_TEXT: El rifle calorífico dispara un intenso rayo inflrarrojo y utiliza una enorme y pesada batería de Elerium-115, anulando la necesidad de usar cargadores.
      STR_HEATRAYPISTOL_TEXT: La pistola calorífica dispara un fuerte rayo infrarrojo y utiliza una batería bastante grande de Elerium-115, anulando la necesidad de usar cargadores.
Title: Re: [WEAPON] (Updated v.1.01) Heat-Ray Weapons + new melee weapon
Post by: niculinux on August 30, 2015, 03:43:20 pm
Italian translation for heat weapons:

 
Code: [Select]

- type: it-IT
    strings:
      STR_HEATRAY_RESEARCH: Armi a raggio di calore
      STR_HEATRAYRIFLE: Fucile a raggio di calore
      STR_HEATRAYPISTOL: Pistola a raggio di calore
      STR_HEATRAYRIFLE_TEXT: Il fucile a raggio di calore emette un intenso raggio infuocante che sebbene utilizzi una batteria a Elerium-115 grande e pesante, non richiede il bisogno di usare caricatori.
      STR_HEATRAYPISTOL_TEXT: La pistola a raggio di calore emette un forte raggio infuocanteche sebbene utilizzi una batteria a Elerium-115 grande e pesante, non richiede il bisogno di usare caricatori.


Italian translation for the power glove
Code: [Select]
  - type: it-IT
    strings:
      STR_GLOVE: Power-Glove
      STR_GLOVE_UFOPEDIA: Un arma che rappresenta lo stato dell'arte nel combattimento corpo a corpo ideale, che dà alle tue truppe grandi capacità distruttive, tuttavia a causa delle sue dimensioni non consente il contemporaneo utilizzo di armi da fuoco.

Hey there's also a nice pic of an armor suit, suppose it is named sunfire, right? Screenshot is attached