OpenXcom Forum
Modding => Work In Progress => Topic started by: x60mmx on March 26, 2015, 01:22:30 am
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This thread is for ongoing questions I have that I stumble upon in my quest to mod X-Com for reduced redundancy so that I don't have to start multiple.
Current Q; Which file stores the images for plasma impacts ?
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https://www.ufopaedia.org/index.php?title=Ruleset_Reference_%28OpenXcom%29
maxRange Maximum range at which this weapon can operate. default : 200
aimRange Maximum effective range with this weapon before which range-based dropoff occurs. default : 200
snapRange Maximum effective range with snap shot before which range-based dropoff occurs. (ufoextender accuracy only) default : 15
autoRange Maximum effective range with auto shot before which range-based dropoff occurs. (ufoextender accuracy only) default : 7
minRange Range-based dropoff will work in reverse for ranges below this. default : 0
dropoff The value by which the accuracy lowers for each tile after (or before) the thresholds above. default : 2
Whenever a ruleset entry omits a value, it inherits the default.
sneaky AI : not that i know off, sorry.
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U've put me onto an idea with what u're mentioning. Surely it shud be straightforward enough to design a ruleset that can alter the extender settings, will attach what I come up with ASAP.
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Here's what I've got so far, there's another 11 weapons to go on (those I use in my current game) but a test has shown no probs so this might give u some ideas for urself. Thought 2% per square is too much of a dropoff especially for early in a game. Also the only weapons I wud give a min range to are sniper type rifles. As a final suggestion have "Ufo Extender Gun Melee" in the mods section activated and tweaked to include all weapons so that if u end up next to an alien with a sniper rifle u can always whack him over the head.
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Also, on the sneaky AI option. Is there a way to work with it's settings? I'd like to be able to assign it to certain aliens and not others. Possible?
Sneaky AI is hardcoded.
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Here's the full rul file refined that I'm working off tho I need to include tanks, xcom sectopods and enforcers. Anything else will default to ufo extender settings.
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Is there a way to define the number of waypoints a weapon uses, instead of just true or false?
SIMON, thanks for the work man. I am currently waiting for Yankes to implement the ability to specify at what range a weapons power begins dropping off before I continue with my weapon rebalancing mod.
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On this one I'm not sure, vanilla xcom used to be 9 @ most waypoints I think but I've noticed recently that there doesn't seem to be a limit to the number of waypoints u can set which of course u can abuse but unsure how to change the no. Somebody in the forum will know as it must be moddable if it only changed from the vanilla 9.
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You cannot change the limit because no limit is implemented at all in the engine. You could set millions of waypoints if you had the patience and enough memory in your computer.
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Thanks guys :)
Now, which file has the plasma impact images?
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https://www.ufopaedia.org/index.php?title=SMOKE.PCK
it's probably quicker for you to get a mod that does what you're trying to do, and study it.