OpenXcom Forum

Modding => Released Mods => Topic started by: Fatrat on July 06, 2014, 08:27:54 am

Title: [WEAPON] Incendiary Grenade
Post by: Fatrat on July 06, 2014, 08:27:54 am
Here's my first contribution to this wonderful community - Incendiary grenade.
Why can we burn everything with rockets, cannon rounds, autocannons, but not with grenades? Not anymore!

Includes: Ruleset (duh), handobj sprites, floorobj sprite, UFOpedia entry.
ENG, RUS and UKR translation.

UPD: Alternative graphics, single HANDOB spritesheet instead of 8 separate sprites. HANDOB id changed.

(https://i.imgur.com/tBkoeFt.png)
(https://i.imgur.com/ny8c6cQ.png)

https://www.openxcom.com/mod/incendiary-grenade
Title: Re: [WEAPON] Incendiary Grenade
Post by: Gifty on July 06, 2014, 08:32:28 am
Damn it! I was just making one of these. :P

Your graphic looks better than mine, though, I just took the smoke grenade and puked some red stripes over it.
Title: Re: [WEAPON] Incendiary Grenade
Post by: Solarius Scorch on July 06, 2014, 02:29:25 pm
This has actually been done before:
https://openxcom.org/forum/index.php?topic=1245.msg11243#msg11243
It uses the original incendiary grenade sprite, which looks to have been dummied out before game release, but the file is still on the original sheet.

Having said that, there's nothing wrong with making a new version. Also, I think power 90 is better than the original 60, which seems kinda weak.
Title: Re: [WEAPON] Incendiary Grenade
Post by: niculinux on July 06, 2014, 09:05:02 pm
Joke: the soldiers seems to holding in hand a gigant wasp : D
Title: Re: [WEAPON] Incendiary Grenade
Post by: Recruit69 on July 20, 2014, 11:30:33 pm
I'm getting this (see attached image(with your mod -
Currently using latest nightly builds. Same problem in list of inventory, showing code name rather than actual name.
I am trying to figure out why?

Title: Re: [WEAPON] Incendiary Grenade
Post by: Solarius Scorch on July 20, 2014, 11:34:01 pm
Recruit69, whatever language you are using for your game, it's not supported by the mod.

For example, if the mod has English en-US but it's missing English en-GB, and you are using English en-GB, then you won't have the strings; they are substituted by the general flag WHICH_LOOKS_LIKE_THIS.

The solution is to add the missing language version to the ruleset.
Title: Re: [WEAPON] Incendiary Grenade
Post by: Recruit69 on July 20, 2014, 11:39:31 pm
That makes sense! Thanks for this.
I've made changes to ruleset and it works now! Will bear this in mind if i have the same issue with other mods.
Title: Re: [WEAPON] Incendiary Grenade
Post by: Solarius Scorch on July 20, 2014, 11:48:16 pm
Glad it worked for you :)
Title: Re: [WEAPON] Incendiary Grenade
Post by: BlackLibrary on July 21, 2014, 07:00:00 am
Don't think this mod is compatible with Terran Weapons mod.  I just saw a Sectoid with a wasp in his hand.  :)
Title: Re: [WEAPON] Incendiary Grenade
Post by: Solarius Scorch on July 21, 2014, 05:10:08 pm
Don't think this mod is compatible with Terran Weapons mod.  I just saw a Sectoid with a wasp in his hand.  :)

I'm pretty sure the culprit is this:

Code: [Select]
  - type: HANDOB.PCK
    files:
      105: Resources/Inc_grenade/HandOb_Incgrenade/

105 is not a valid number for starting a handob, since it's not a beginning of an 8-part cycle. Valid numbers are: 0, 8, 16,24 etc. 105 is not divisible per 8, so it can't be right. Try changing it to 128 for example.
Title: Re: [WEAPON] Incendiary Grenade
Post by: Recruit69 on July 23, 2014, 02:12:40 am
I'm pretty sure the culprit is this:

Code: [Select]
  - type: HANDOB.PCK
    files:
      105: Resources/Inc_grenade/HandOb_Incgrenade/

105 is not a valid number for starting a handob, since it's not a beginning of an 8-part cycle. Valid numbers are: 0, 8, 16,24 etc. 105 is not divisible per 8, so it can't be right. Try changing it to 128 for example.

Yet, once again, you are correct.

Changing the value to 128 certainly made the "wasp" disappear! Thanks!