OpenXcom Forum

Modding => Released Mods => Topic started by: Dioxine on August 31, 2014, 05:34:15 pm

Title: [HWP] Attack Dog
Post by: Dioxine on August 31, 2014, 05:34:15 pm
It ain't a joke. Buyable X-Com dogs.
Known issue: accessible inventory screen, no way to disable it without code change.

Title: Re: [HWP] Attack Dog
Post by: Yankes on August 31, 2014, 06:36:54 pm
give him second weapon too, at least he will not throw grenades :)
Title: Re: [HWP] Attack Dog
Post by: XCOMFan419 on August 31, 2014, 06:54:15 pm
It ain't a joke. Buyable X-Com dogs.
Known issue: accessible inventory screen, no way to disable it without code change.
Welp.

To Tanks, Drones, Sectopods? Oh my! This goes.

With permission and stuff of course.
Title: Re: [HWP] Attack Dog
Post by: Imeryak on August 31, 2014, 06:59:29 pm
PirateZ need it. With grenades, of course. Or with bottle of rum,  dog-medic ftw.
Title: Re: [HWP] Attack Dog
Post by: Dioxine on August 31, 2014, 07:22:28 pm
1. Yeah, go ahead, try throwing a grenade with this dog, we'll see how well it goes with Strength 2 :P YOU of all people should know you can't have 2 fix'd weapons... at least not until you code it :) But to think of it... dogs can carry things, can't they? :)

2. Sure, it's free to use for any modder. To complete the credits, the dog is a converted Wolf3d sprite.

3. Yeah they will be integrated, I just wanted dogs for everyone first :)
Title: Re: [HWP] Attack Dog
Post by: smexyvami on August 31, 2014, 08:02:40 pm
lol attack dogs
Title: Re: [HWP] Attack Dog
Post by: BlackLibrary on August 31, 2014, 09:21:51 pm
Awesome...if only it had a motion detector like option!  Attack as well as scouting!  Please...oh for the love of all that holy...please.
Title: Re: [HWP] Attack Dog
Post by: Harald_Gray on August 31, 2014, 09:46:02 pm
To complete the credits, the dog is a converted Wolf3d sprite.

I *thought* I saw the similarity but I was telling myself it couldn't be so... Thanks for confirming my suspicions  :)
Title: Re: [HWP] Attack Dog
Post by: Ran on September 01, 2014, 03:16:55 am
Alien hunting season is officially opened 8)
As it counts as HWP, will it score as tank when the dog is kill?

Some more suggestions:
1) Antigrav unit for flying attack dog

2) Exploding anti-tank dog
https://en.wikipedia.org/wiki/Anti-tank_dog
(https://blog.pawshpal.com/wp-content/uploads/2009/09/58065.jpg)
and of course:
3) Incendiary pigs  ::)
Title: Re: [HWP] Attack Dog
Post by: ThatDude on September 01, 2014, 07:09:48 pm
Uh... I was just thinking about how cool it would be to have attack dogs in XCOM yesterday... Woah.
Title: Re: [HWP] Attack Dog
Post by: Hobbes on September 01, 2014, 08:49:01 pm
3) Incendiary pigs  ::)

4) Explosive cows. Those can be found in farms and can be detonated by hitting them with gunfire ::)
Title: Re: [HWP] Attack Dog
Post by: Dioxine on September 01, 2014, 09:17:28 pm
5. Homing pigeons. Just to humor Volutar who said this would be the lowest of the lows an infidel modder like me could drag this game into :)

Although this could be problematic as the bullet sprites are being clipped by OXCom engine to height 3 since a few months...
Title: Re: [HWP] Attack Dog
Post by: smexyvami on September 01, 2014, 10:50:01 pm
6. worms armigedon SUPER SHEEP
Title: Re: [HWP] Attack Dog
Post by: Vulgar Monkey on September 01, 2014, 10:58:15 pm
If any of you watch Beaglerush doing his Xcom2012 stream on twitch, you'd have seen one of the chat guys (hardcase iirc) post an art piece of an xcom alsatian savaging a sectoid. Worth looking for if it's on deviantart or something.

I just mention this as I expect you'd get a kick from it. Hilarious and awesome. And possibly inspiration for all I know. :)
Title: Re: [HWP] Attack Dog
Post by: Dioxine on September 02, 2014, 02:36:37 am
XCOM2012? Afraid never heard of it :P
Title: Re: [HWP] Attack Dog
Post by: arrakis69ct on September 02, 2014, 02:42:07 am
Or boring cats....

A dog with powerarmor......

But the idea of the dog with scaner mmmmm......

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Title: Re: [HWP] Attack Dog
Post by: Vulgar Monkey on September 02, 2014, 04:16:26 pm
Heh, found it. Hope he doesnt mind me pimping out his work. :)

(https://i.imgur.com/vBMrlYS.jpg)

but yeah, i think that illustrates just how cool an xcom doggie could be. Partly because dogs are cool, partly because we have 10,000 years+ of shared history, and partly because it's actually probably somewhat realistic. As realistic as things get in an alien invasion game anyway. :p

I can see dogs being increasingly useful in other game scenarios too, like the pirates mod or something with a more guerilla bent to it.

Any thoughts on how they'd be implemented, re stats and such? Do they gain experience or are they effectively 4-legged tanks in every sense?
Title: Re: [HWP] Attack Dog
Post by: Dioxine on September 02, 2014, 05:08:28 pm
Non-standard "soldier" type units are not supported by OXCom, so the only way to introduce them is through effectively making them HWPs - only with an inventory screen. However, bear in mind that HWPs can be affected by morale and psi, so they're not robots.
Title: Re: [HWP] Attack Dog
Post by: KingMob4313 on September 02, 2014, 09:25:40 pm
Are the graphics from the old school Wolfenstein?

https://wolfenstein.wikia.com/wiki/Dog
Title: Re: [HWP] Attack Dog
Post by: NoelBuddy on September 02, 2014, 09:36:12 pm
I like the idea of some sort of motion detector action, it would account for the dog's better sense of hearing and smell allowing them to help humans find the alien scum.
Title: Re: [HWP] Attack Dog
Post by: arrakis69ct on September 02, 2014, 09:48:12 pm
I love the wallpaper and the idea. I wait in the future.

A initial idea of dog similar that hwp may be a dog with implants in the brair that no have fear. The psi i dont have a idea. But the hwp can controlate with psiamps

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Title: Re: [HWP] Attack Dog
Post by: Vulgar Monkey on September 03, 2014, 12:05:49 am
In theory I'm inclined to agree, although it'd need some balancing in order to not render the actual motion tracker obsolete.

Is it possible to tweak the stats for the tracker itself so as to give it a more limited range, or create a separate item with similar properties?
Title: Re: [HWP] Attack Dog
Post by: arrakis69ct on September 03, 2014, 12:09:09 am
Or special armour that change a human XD a idea to start

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Title: Re: [HWP] Attack Dog
Post by: Dioxine on September 03, 2014, 12:32:22 am
1. A motion scanner can't be added to HWPs. One, it's disabled, two, the AI won't equip it in the hand slot, making it unusable.

2. You can add another motion scanner, but the only meaningful thing you can edit is the TU cost and whether it is % or flat cost.

3. Such an "armor", however, is perfectly plausible... but the immersion could shatter with a dog-soldier wielding a Rocket Launcher and hauling 3 rockets, 4 grenades, a pistol and a medi-kit in his inventory :)

4. Yes the sprite is converted from Wolf 3d.
Title: Re: [HWP] Attack Dog
Post by: arrakis69ct on September 03, 2014, 01:56:59 am
And can limit the armour?  With the armour can ajust the stats. But i dont know if you can limit the equipment

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Title: Re: [HWP] Attack Dog
Post by: NoelBuddy on September 03, 2014, 04:02:42 am
Perhaps it could be given "commands" that would run an AI sequence?

This may be getting into source code territory, but maybe something like:

 "SIC" at beginning of alien turn after fire damage but before anything else, or at end of player turn after checking for pending explosions: checks for nearest alien unit; If within X spaces moves as close as possible w/o opening any doors; once adjacent attack with bite weapon; If no alien within X spaces wander keeping within Y spaces of Xcom operatives.

"Heel": controls like a HWP, no extra sensory abilities because the dog is relying on the soldiers to tell it what to do.
Title: Re: [HWP] Attack Dog
Post by: smexyvami on September 04, 2014, 12:18:16 am
could you make the dogs like soldjers ? so thay can be equptiable with armors ? id flak jackets and aloy armors ?.

becuse when i think of a hwp system i would think of mgs:revengince bladewolf

original blade dogs
(https://img2.wikia.nocookie.net/__cb20120815204251/metalgear/images/7/76/Tumblr_m8sl44Pa5m1r6hu3go3_1280.jpg)

blade wolfs rebuilt
(https://img1.wikia.nocookie.net/__cb20130207024637/metalgear/images/1/13/Character_02bladewolf.png)
Title: Re: [HWP] Attack Dog
Post by: arrakis69ct on September 04, 2014, 01:02:36 pm
Mmm werewolfs. The next vampires.........

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Title: Re: [HWP] Attack Dog
Post by: arrakis69ct on September 05, 2014, 01:58:55 am
Only 80 tus is low for a dog that hee use is exploring may be 100 tus in change do less atack power. But a dog in condition normal can double or triple the speed of a human if you compare a turn with 1 minute time

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Title: Re: [HWP] Attack Dog
Post by: arrakis69ct on September 06, 2014, 11:59:41 am
Ok playing 2 or e ufos the dog is perfec mi opinion is wrong. But may do some to change the name of dog??? Yeah i am a freak
And in a future make a update of dog with tech alien and have a dog better XD

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Title: Re: [HWP] Attack Dog
Post by: Alex_D on September 06, 2014, 10:58:23 pm
I like the dog. The mutt can beat a mutton with bites.
With the new nightly, the dog can temporary fetch a medkit and heal a soldier.

This is with the Final Mod Pack dog version.
Title: Re: [HWP] Attack Dog
Post by: Dioxine on September 06, 2014, 11:14:24 pm
They're... very smart dogs ^_^
Title: Re: [HWP] Attack Dog
Post by: nullzero on September 07, 2014, 12:04:14 am
Nice!!

This instantly pops a few ideas:

It would be a nice option to have besides the civilians in terror missions or to populate the empty farm zones. If there was an aggressive (to aliens) armed civilian AI that would cling to nearby friends and attack enemies it would be super in that Enemy Turn black scene. Hearing Grrr... Zap.. ZAp... Grrr.. Grrr.. .

Also if it started in skyranger but was controlled by the AI (with a hunt, bark and run mode) we could have it have enhanced senses (low light vision + range) and not spoil everything as an active scanner, since we would not control it.

And thinking about it... what about a "bark" mind attack that would frighten an enemy?

Title: Re: [HWP] Attack Dog
Post by: Ran on September 07, 2014, 01:42:38 am
That sounds fun! ;D
Dog: *bark*
Ethereal Commander has panicked

Another potential I see is creating various wildlife out of the dog's sprite  to spice up the maps. But they would have to act as civilians which do not yield any score, neither for aliens nor for XCOM. Unless PETA sues you for killing the poor animals. ::)
Title: Re: [HWP] Attack Dog
Post by: Solarius Scorch on September 07, 2014, 01:56:47 am
Another potential I see is creating various wildlife out of the dog's sprite  to spice up the maps. But they would have to act as civilians which do not yield any score, neither for aliens nor for XCOM. Unless PETA sues you for killing the poor animals. ::)

Yeah, neutral critters would be nice. For once, cats and rats in cities! And then snakes in the desert...
Title: Re: [HWP] Attack Dog
Post by: arrakis69ct on September 07, 2014, 03:53:47 am
Yeah and have a ia to atack the near unit. This may be funny. Cats rats snakes cocodriles monkeys bears rednecks etc...

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Title: Re: [HWP] Attack Dog
Post by: caleafterearth on September 07, 2014, 01:18:44 pm
I love the attack dog idea, but i do hate it when animals die... so i'd probably protect them more than i do my best troops... lol

i may download this and try it out!
Title: Re: [HWP] Attack Dog
Post by: davide on September 08, 2014, 04:46:42 pm
Yeah, neutral critters would be nice. For once, cats and rats in cities! And then snakes in the desert...

+1

Cow, horse, pig, and chicken in farm terrain and so on ...


Title: Re: [HWP] Attack Dog
Post by: Solarius Scorch on September 08, 2014, 05:48:33 pm
+1

Cow, horse, pig, and chicken in farm terrain and so on ...

...burning pigs, charging at sectoids...
Title: Re: [HWP] Attack Dog
Post by: Recruit69 on September 08, 2014, 10:31:03 pm
...burning pigs, charging at sectoids...

Or a explosive Teletubby? For amusement  :P

Title: Re: [HWP] Attack Dog
Post by: BlackLibrary on September 09, 2014, 01:05:21 am
I like the dog. The mutt can beat a mutton with bites.
With the new nightly, the dog can temporary fetch a medkit and heal a soldier.

This is with the Final Mod Pack dog version.

Can this Dog be broken out seperately?  Curious about the dog after this nightly...but don't want FMP.  Is there notes about the latest nightly, how we go about making changes?  Cause a dog, using the nightly, using a motion detector is far more valuable than it running across the board to pretend being a medic. 
Title: Re: [HWP] Attack Dog
Post by: Dioxine on September 09, 2014, 02:04:49 am
The FMP dog is exactly the same as this one. Testing shows I should update it a bit (more TU, less stamina/stamina regen), but I'll be keeping its one "hand" empty despite the new ability to block it with an offhand fixed weapon (thanks, Warboy! This wasn't really needed for TFTD :) , because, fun allowed. Strength of 2 limits the uses of the dog anyway; I'll probably reduce its Melee skill to 0 (to avoid sword-wielding dogs) and make the dog bite to be flat 95% accurate.

Found out that 100 TU dog is awesome at delivering Hi-Ex to a target that is protected from thrown explosives, and making it back, especially when using Running (it'll burn through 60-70 Stamina but still worth it).
Title: Re: [HWP] Attack Dog
Post by: caleafterearth on September 09, 2014, 10:19:59 am
I was messing around with the dog and I accidentally made him too good... A pair did a terror mission on thier own in 4 turns. Lol

Wonder if a nuclear dog is a bit too much....
Title: Re: [HWP] Attack Dog
Post by: yrizoud on September 09, 2014, 01:16:59 pm
I just thought that with TFTD, somebody is going to create an XCOM attack dolphin  :P
Title: Re: [HWP] Attack Dog
Post by: arrakis69ct on September 09, 2014, 07:04:33 pm
And a torpedo mantis. Tnt sharks. Crazy penguins. And in earth sharknadooooooo

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Title: Re: [HWP] Attack Dog
Post by: Imeryak on September 09, 2014, 07:59:45 pm
I'll probably reduce its Melee skill to 0 (to avoid sword-wielding dogs)

Don't you dare to do this! Just beat the Dark Souls once and you will understand me.
Title: Re: [HWP] Attack Dog
Post by: Dioxine on September 09, 2014, 09:15:59 pm
You're missing the point: it was a wolf, not a dog :) But indeed, Dark Souls are the reason I still hesitate :)
Title: Re: [HWP] Attack Dog
Post by: arrakis69ct on September 09, 2014, 09:39:27 pm
Or a wargo XD

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Title: Re: [HWP] Attack Dog
Post by: arrakis69ct on September 12, 2014, 11:12:11 pm
A idea if you put the weapon in the two hands the people cant equip the dog with swords or granades XD

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Title: Re: [HWP] Attack Dog
Post by: new_civilian on October 04, 2014, 02:35:51 pm
This is one awesome little mod and SO well done! The graphics, the sounds, simply perfect. Thanks for making this.  :)
Title: Re: [HWP] Attack Dog
Post by: arrakis69ct on October 04, 2014, 05:02:00 pm
We need dogs with kevlar armour or alien plastic protection

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Title: Re: [HWP] Attack Dog
Post by: kikimoristan on March 03, 2015, 03:29:44 am
hey i'm reviving this thread there is a way to disable inventory access...make the unit rank: STR_TERRORIST...even thought is a HWP useable by xcom the engine thinks is also a terrorist and disables inventory in the weirdest way. clicking on the inventory goes to next unit instead of opening inventory. it works!
Title: Re: [HWP] Attack Dog
Post by: kikimoristan on March 03, 2015, 04:05:44 am
I have taken the liberty in editing the rulset to make the dogs more effective
improved TU to 90 (prev 80)
improved stamina to 110 (prev 90?)
improved energy recovery to 40 (previously 30)
improved str to 40
improved reaction to 90 (prev 60) so they always react to anyone going past them

improved acc to 100 on his bite attack
bite attack scales of melee skillApplied: true

selling dogs is 0 ..you don't sell them you simply give them away for adoption when no longer needed

disabled inventory for dogs they no longer show up in initial  loadout screen and if you click on their inventory just goes to next unit instead and does nothing. they can no longer carry anything. no more sword wielding dogs :) healing dogs would be nice. maybe a dog that has a healing kit built in like a saint bernard.

use  them with alternate moving run to enemy..bite few times..come back. or use them for scouting.

their bite is not strong s they cannot kill anything mechanical or high health. really useful against lower tier enemies.

 
Title: Re: [HWP] Attack Dog
Post by: Ridаn on March 03, 2015, 11:10:51 am
I have taken the liberty in editing the rulset to make the dogs more effective
improved TU to 90 (prev 80)
improved stamina to 110 (prev 90?)
improved energy recovery to 40 (previously 30)
improved str to 40
improved reaction to 90 (prev 60) so they always react to anyone going past them

improved acc to 100 on his bite attack
bite attack scales of melee skillApplied: true

selling dogs is 0 ..you don't sell them you simply give them away for adoption when no longer needed

disabled inventory for dogs they no longer show up in initial  loadout screen and if you click on their inventory just goes to next unit instead and does nothing. they can no longer carry anything. no more sword wielding dogs :) healing dogs would be nice. maybe a dog that has a healing kit built in like a saint bernard.

use  them with alternate moving run to enemy..bite few times..come back. or use them for scouting.

their bite is not strong s they cannot kill anything mechanical or high health. really useful against lower tier enemies.
Uuggh, like, why? Dogs were already a uber weapon. With a reaction of 90 they get a guaranted first turn scouting, without being shot on the ramp. And all other bonuses are excessive too.
Disabling inventory is nice, though.
Title: Re: [HWP] Attack Dog
Post by: kikimoristan on March 03, 2015, 11:46:34 am
i don't think their stats are excessive. 

first they have no other action but melee attack.unlike regular soldiers who can throw grenades or shoot ranged weapons or use scanners or psi attacks etc dogs can only bite.

second their power is 40 and their hp is 35. takes about 3,4 hits to kill 1 alien but they die from any 1 shot of ANYTHING. no armor nothing. plus thy can miss 5% of the time with previous settings. making them sometimes go 5, 6 hits for 1 kill. 

third their damage is not enough to take down heavy units so late game are useless. i tried killing a sectopd with 3 dogs! and thy all  died. 3 soldiers can in fact kill a sectpod with AP weaponry .

a chryssalid can kill 1 unit with 1 hit and can hit maximum 10 times. a dog needs 3,4 hits and can hit about 9 times in a turn. so max 2 aliens down. problem with that is if it stays there it dies. you need to hit and run or make sure nobody is left around.

so i made the dog be fast and responsive and recharge energy fast but otherwise still just as useless.
Title: Re: [HWP] Attack Dog
Post by: Ridаn on March 03, 2015, 12:00:24 pm
I do not really care about dogs offence, I never use a biting attack anyway.
It is a mobility coupled with price. It was already superior to dedicated scouts, because dogs are expendable, and stats are decent right from the start.

Title: Re: [HWP] Attack Dog
Post by: kikimoristan on March 03, 2015, 12:03:19 pm
thats why they are useful..you use them as cheap scouts otherwise no use. but they can be useful for helping out against weak enemies..

however you gotta realize having 3 dogs means 3 less useful soldiers. so is a trade off. 1 dog is not enough and is likely to die. 2 just in case one dies at minimum.
Title: Re: [HWP] Attack Dog
Post by: Arthanor on March 03, 2015, 07:08:11 pm
I agree with Ridan that the current dogs are more than enough for scouting purposes. They move fast, recover a lot more stamina than soldiers so running them around is a lot more sustainable and they have good enough reactions that you can usually survive spotting an alien and ducking in cover. Plus they are cheap and easily replaced.

They are well worth taking one less soldier that's just gonna get killed stepping off the ramp. Those bonuses make dogs uber scouts and melee attackers.

The inventory fix is an interesting idea, but I also like them having an inventory. Dogs have been used in the military for centuries for carrying stuff (from bombs to bring to tanks, a failure, to carrying first aid and wounded). I give mine a smoke grenade so that if they are killed, they lay smoke on the spot which will help the soldiers sent to investigate and I managed one dog explosive kill.

The XAE attack dogs also come with a "motion scanner" to represent dog hearing/smelling out aliens (only useable once mind probe has been researched, otherwise you can't read the dog's mind) but unfortunately the "builtInWeapons" list only places weapons in hands and the scanner goes to the backpack, something I can fix manually with an inventory.
Title: Re: [HWP] Attack Dog
Post by: kikimoristan on March 03, 2015, 07:12:01 pm
or once you have the psi research you can buy psi trained dogs that have the motion scanner built in Attack Dog , Psi-trained Dog
Title: Re: [HWP] Attack Dog
Post by: Ridаn on March 03, 2015, 09:08:50 pm
Once you have psi-research you can have psychic magnet dogs being bred exclusively for a psi strenght of 1 :)
Title: Re: [HWP] Attack Dog
Post by: kikimoristan on March 03, 2015, 09:24:45 pm
there should also be an assist dog that has medkit buit in but less good stats ?

Attack Dog - available by default $5,000
Assistance Dog - req medkit research $5,000  + 1 medkit cost $28,000
Sniffer Dog - req Psi Training $10,000 special trained dogs that have a built in scanner
Transport Dog - available by default $10,000 has inventory but 2 built in weapons one is black nothing and 1 is dog bite..so they cannot wield swords and throw grenades
Suppress Dog - available by default $10,000  has a stun melee attack in addition to hit attack
Title: Re: [HWP] Attack Dog
Post by: Arthanor on March 03, 2015, 10:07:01 pm
Assistance dog is a bit difficult to justify. The dog performs the first aid? (since it would be the one losing TUs) Having a transport dog carry a medkit (maybe a larger version that heals more HP per fatal wounds) would be more realistic.

The 2nd black hand weapon does work with the nightly, I have tested that in the XAE.

Sniffer dogs don't work since you can't assign anything but a weapon to the hands. It goes in the backpack instead. That's why you need an inventory for anything but the offensive dogs. It also can't be a fixed weapon, otherwise you can't move it from the back pack (hopefully one day we will see a nightly with fixeditems that allow you to put medkits and scanners in a hand).

Suppress dog is a bit OP, especially if available at the start. Why risk a soldier with a stun rod if you can just send a 100% replaceable, cheap dog?

This variety of roles is simpler to achieve with a single dog that has an inventory. I don't really worry about people using swords or grenades with their dogs. This is a single player game people play for the challenge, not a multi player game you have to tightly balance to prevent people from abusing.

Having a single dog also helps with the possibility to armor it by reducing the number of manufacturing projects from armored DogX, armored DogY, armored DogZ, to just Armored Dog
Title: [Mod] "Broken" attack dog in-game sprite?
Post by: Katoosie on March 03, 2015, 10:54:40 pm
(https://i.imgur.com/zIjW7lz.png)

Hi!
That's the Attack Dog mod for OpenXcom and for some reason my dogs look like this... any idea why?
Thank you!
Title: Re: [HWP] Attack Dog
Post by: Dioxine on March 03, 2015, 10:57:39 pm
Inventory really works for the best, and undesired behaviour can be supressed by setting Dog's stats to appropriate levels:

- minuscule Strength, so it can't throw grenades. Sure this makes it difficult to carry stuff... in theory, since the dog can pick the stuff up, run with it, then drop it. TU penalties only apply if you END your turn overburdened. Makes actually sense too, since a dog shouldn't be able to wield anything, just carry it in its mouth. And these extra TU's required to pick up and drop make this more difficult... unless, naturally, someone buffs dog's TUs and Stamina beyond reasonable levels. :) I don't really think the dog should have better Stamina recovery than a human... dogs are faster, but it's the humans who can run for much longer...

- zero Ranged so it can't really shoot.

- low Melee (with the bite having a fixed accurracy) so it would make no sense to use knives and such, unless you have a no-Strength, no-Skill melee weapon that is... But if you do, whatever - a dog with a Stun Rod? Why not... It's not a BUILT-IN stun rod at least!
Title: Re: [HWP] Attack Dog
Post by: Hythlodaeus on March 03, 2015, 11:07:10 pm
No doubt attack dogs are the best solution to deal against illegal aliens:

https://www.youtube.com/watch?v=pduRbz7IbIo
Title: Re: [Mod] "Broken" attack dog in-game sprite?
Post by: ivandogovich on March 03, 2015, 11:50:50 pm
Looks like you have a problem with the sprite being saved in a bad pallette.  There are specific pallettes that the images need to be saved in.
Title: Re: [Mod] "Broken" attack dog in-game sprite?
Post by: Arthanor on March 04, 2015, 12:04:24 am
Are you on a Mac? I remember something about Macs handling sprites differently and needing them to be saved with a specific color scheme..
Title: Re: [Mod] "Broken" attack dog in-game sprite?
Post by: Katoosie on March 04, 2015, 12:37:13 am
Are you on a Mac? I remember something about Macs handling sprites differently and needing them to be saved with a specific color scheme..
Looks like you have a problem with the sprite being saved in a bad pallette.  There are specific pallettes that the images need to be saved in.
Hm, I am indeed on a mac.
Would you guys know how to actually change the palette so it works?
Thank you!
Title: Re: [Mod] "Broken" attack dog in-game sprite?
Post by: Arthanor on March 04, 2015, 12:44:20 am
Go to: https://falkooxc2.pythonanywhere.com/spritepalette

Get the sprite sheet from the AttackDog resources folder and drop it in the big red box. It should show "fix palette", click convert, download it and replace the original palette. The original picture should have had a transparent background, which will be replaced by a bright green background.

For some reason, Macs don't like the transparent background. It's a big issue for Mac users of mods, and there are few of them so few people take that into account (I know half of my resources still need to be converted).
Title: Re: [Mod] "Broken" attack dog in-game sprite?
Post by: Katoosie on March 04, 2015, 12:51:25 am
Go to: https://falkooxc2.pythonanywhere.com/spritepalette

Get the sprite sheet from the AttackDog resources folder and drop it in the big red box. It should show "fix palette", click convert, download it and replace the original palette. The original picture should have had a transparent background, which will be replaced by a bright green background.

For some reason, Macs don't like the transparent background. It's a big issue for Mac users of mods, and there are few of them so few people take that into account (I know half of my resources still need to be converted).
Thank you!
It's actually funny since I've tried adding a bright green background in Photoshop but it didn't let me for some reason, no idea why. I'll replace the files now and see if it works!

@Edit
Works like a charm, now it's the time to convert the rest of the mods :)
Title: Re: [Mod] "Broken" attack dog in-game sprite?
Post by: Arthanor on March 04, 2015, 01:09:58 am
Great! Isn't it lovely when bugs are easy to fix? :)

If you want to try it, the XCom Armoury Expanded has a bunch of stuff that should be (mostly?) Mac compatible since I use Falko's tools a lot.
Title: Re: [Mod] "Broken" attack dog in-game sprite?
Post by: Katoosie on March 04, 2015, 01:16:25 am
Great! Isn't it lovely when bugs are easy to fix? :)

If you want to try it, the XCom Armoury Expanded has a bunch of stuff that should be (mostly?) Mac compatible since I use Falko's tools a lot.
Indeed! Fixed lots of mods now including Ivan's improved hand objects.
Sadly, XCOM Armoury Expanded crashes my game for some reason, no idea why :|
Title: Re: [Mod] "Broken" attack dog in-game sprite?
Post by: ivandogovich on March 04, 2015, 01:20:25 am
Indeed! Fixed lots of mods now including Ivan's improved hand objects.
Sadly, XCOM Armoury Expanded crashes my game for some reason, no idea why :|

If you pass me a copy of the handobs graphics, I'll upload it as "Optimized for Mac" on the mod site. ;)
Post in this thread if you like:  https://openxcom.org/forum/index.php/topic,3274.0.html
Title: Re: [Mod] "Broken" attack dog in-game sprite?
Post by: Arthanor on March 04, 2015, 01:25:03 am
Indeed! Fixed lots of mods now including Ivan's improved hand objects.
Sadly, XCOM Armoury Expanded crashes my game for some reason, no idea why :|
Oh, weird..  >:(
There's a new version coming up (whenever I'll be happy with it, HA!). We could look into then it if you'd like. Do you use the nightly version of OpenXCom or 1.0? (Not all parts of the XAE work in 1.0 I think)
Title: Re: [Mod] "Broken" attack dog in-game sprite?
Post by: Katoosie on March 04, 2015, 01:46:26 am
If you pass me a copy of the handobs graphics, I'll upload it as "Optimized for Mac" on the mod site. ;)
Post in this thread if you like:  https://openxcom.org/forum/index.php/topic,3274.0.html
Done!

Oh, weird..  >:(
There's a new version coming up (whenever I'll be happy with it, HA!). We could look into then it if you'd like. Do you use the nightly version of OpenXCom or 1.0? (Not all parts of the XAE work in 1.0 I think)
Not the nightly, I use the milestone one simply because I have no clueeeee how to update the mac version with the nightly update :x
Title: Re: [Mod] "Broken" attack dog in-game sprite?
Post by: Arthanor on March 04, 2015, 03:27:51 am
Oh, I see.. There's probably some stuff that wasn't there back in 1.0.. Once I get the new version out for the nightly, I'll look into making a milestone compatible version too.
Title: Re: [Mod] "Broken" attack dog in-game sprite?
Post by: Katoosie on March 04, 2015, 03:48:59 am
Oh, I see.. There's probably some stuff that wasn't there back in 1.0.. Once I get the new version out for the nightly, I'll look into making a milestone compatible version too.
That's very kind of you, thank you! :)
Title: Re: [HWP] Attack Dog
Post by: kikimoristan on March 04, 2015, 07:54:31 am
im on a mac but i emulate windows you can easily emulate it. you can do it using vitualbox, parallels....etc.  you can just use your windows copy if you have a windows pc or ask a friend. you won't be using it online but only to play windows games so license is no problem.
Title: Re: [HWP] Attack Dog
Post by: Taberone on March 08, 2015, 08:07:31 am
Something I noticed:

When a tactical mission ends, anything in the Attack Dog's inventory is automatically lost forever. I stuck a stun rod onto the attack dog and later on a Tactical Nuke, and by the time the mission ended both of them were never seen again. Not sure if it was something else.
Title: Re: [HWP] Attack Dog
Post by: kikimoristan on March 08, 2015, 08:56:39 am
is probably cause attack dog is HWP is not supposed to have an inventory
Title: Re: [HWP] Attack Dog
Post by: Solarius Scorch on March 08, 2015, 12:02:04 pm
Yeah, there was the same problem with the Enforcer, if I recall correctly.
Title: Re: [HWP] Attack Dog
Post by: arrakis69ct on May 12, 2015, 01:58:14 am
Why not a ciborg_dog??
Title: Re: [HWP] Attack Dog
Post by: Rinnai on May 12, 2015, 08:06:53 am
Hehe, cool mod. I'm tempted to learn how to do my own graphics and put in a St. Bernard and a sled to haul medi-kits around; or some yapper breed for human-to-alien grenade relaying.