OpenXcom Forum

Modding => Work In Progress => Topic started by: XCOMFan419 on July 29, 2014, 09:17:27 am

Title: [Solved]XCOM Cyberdisc not working
Post by: XCOMFan419 on July 29, 2014, 09:17:27 am
Wow I'm dumb.  :P

So XCOM Cyberdiscs is practically ready to put into Tanks, Drones, Sectopods? Oh my! I thank you all for the help!

New working file attached. Test for yourself, mess around with it if you choose to.
Title: Re: [Help!]XCOM Cyberdisc not working
Post by: Arthanor on July 30, 2014, 05:49:03 am
haha! I'm facing a stupid bug too, that I can't correct being the noob modder that I am as well... I'm on a trip right now (reason why I released the new XAE without spending more time on my sprite bug), but I'll be home next weekend and will take a look at it if it's not solved by then.
Title: Re: [Help!]XCOM Cyberdisc not working
Post by: Aldorn on July 30, 2014, 08:59:06 am
I will have a look right now
...
It is a problem with the turret

This make him crash
Code: [Select]
  - type: STR_XCOM_CYBERDISC_PLASMA
    bigSprite: 131
The bigsprite for HWP is designing HWP weapon

But corresponding extrasprite here is missing

Add this under extrasprites section
Code: [Select]
  - type: BIGOBS.PCK
    files:
      131: Resources/XComCyberdisc/Cyberdisc_weapon.gif

or replace with
extraSprites:
  - type: XCOM_CYBERDISC.PCK
    subX: 32
    subY: 40
    width: 512
    height: 160
    files:
      0: Resources/XComCyberdisc/cybgreen.png
  - type: BIGOBS.PCK
    files:
      131: Resources/XComCyberdisc/Cyberdisc_weapon.gif
Title: Re: [Help!]XCOM Cyberdisc not working
Post by: XCOMFan419 on July 30, 2014, 01:50:33 pm
I will have a look right now
...
It is a problem with the turret

This make him crash
Code: [Select]
  - type: STR_XCOM_CYBERDISC_PLASMA
    bigSprite: 131
The bigsprite for HWP is designing HWP weapon

But corresponding extrasprite here is missing

Add this under extrasprites section
Code: [Select]
  - type: BIGOBS.PCK
    files:
      131: Resources/XComCyberdisc/Cyberdisc_weapon.gif

or replace with
extraSprites:
  - type: XCOM_CYBERDISC.PCK
    subX: 32
    subY: 40
    width: 512
    height: 160
    files:
      0: Resources/XComCyberdisc/cybgreen.png
  - type: BIGOBS.PCK
    files:
      131: Resources/XComCyberdisc/Cyberdisc_weapon.gif

I think I might just have to scrap this mod for now, and I really don't want to. The vanilla Cyberdisc is having a problem. Whenever it dies, the corpse goes with it. Turning the mod off, the cyberdisc can be hit with a blaster launcher and the corpse will still be there.

Unless if anyone knows what's wrong with this (Probably has to do with the XCOM Cyberdisc corpses) please let me know.
Title: Re: [Help!]XCOM Cyberdisc not working (New problem!)
Post by: Falko on July 30, 2014, 02:03:45 pm
i am not sure what exactly the problem is
is it that a cyberdisc that stand besides another cyberdisc dies if one explodes?
thats solvable by reducing power in the corpse item or reducing the damagmodifier for HE in the armor

"The vanilla Cyberdisc is having a problem. Whenever it dies, the corpse goes with it." thats vanilla behavior iirc so whats the problem here?

perhaps you could increase the armor values of the corpses if you want to keep the corpses after explosion
Title: Re: [Help!]XCOM Cyberdisc not working (New problem!)
Post by: XCOMFan419 on July 30, 2014, 02:14:53 pm
i am not sure what exactly the problem is
is it that a cyberdisc that stand besides another cyberdisc dies if one explodes?
thats solvable by reducing power in the corpse item or reducing the damagmodifier for HE in the armor

"The vanilla Cyberdisc is having a problem. Whenever it dies, the corpse goes with it." thats vanilla behavior iirc so whats the problem here?

perhaps you could increase the armor values of the corpses if you want to keep the corpses after explosion
The problem is that the Cyberdisc corpse has, essentially, 0% chance to survive the blast that it leaves behind. I've tested this over 10 new battles with sectoid terror ships. Not a single cyberdisc corpse survived. And no, I'm trying not to kill the Cyberdiscs with explosions (Using plasma/lasers) but they still don't survive the blast. I reset my game to default, ran the test again and several cyberdisc corpses survived (All but one, but I believe that it was because the cyberdisc died in a doorway)

I'll keep trying, but the point is so more cyberdisc corpses survive so that you may use them. The XCOM Cyberdisc mod is nearly useless if the cyberdisc corpses rarely, if ever, survive their own blast.
Title: Re: [Help!]XCOM Cyberdisc not working (New problem!)
Post by: Solarius Scorch on July 30, 2014, 02:19:42 pm
The Cyberdisc corpse only survives when the Cyberdisc is "stunned". If it loses 100% HP, it blows up.
Title: Re: [Help!]XCOM Cyberdisc not working (New problem!)
Post by: moriarty on July 30, 2014, 02:21:28 pm
Wait a second, it IS vanilla behavior that cyberdisc corpses are wiped out by their own explosions. In order to recover a cyberdisc corpse you actually HAVE TO kill it with explosives, because that "disables the self-destruct-mechanism".
Title: Re: [Help!]XCOM Cyberdisc not working (New problem!)
Post by: XCOMFan419 on July 30, 2014, 02:29:11 pm
Wait a second, it IS vanilla behavior that cyberdisc corpses are wiped out by their own explosions. In order to recover a cyberdisc corpse you actually HAVE TO kill it with explosives, because that "disables the self-destruct-mechanism".
TIL this.

Huh. Odd. Well I'll keep trying with all this advice in mind, thanks everyone.
For a couple of hours I'll remove the new problem in the header so I can work in peace. See if it works, and then see where everything goes from there.