OpenXcom Forum
Modding => Work In Progress => Topic started by: Quinch on August 21, 2015, 07:23:38 am
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Question the first - is there a FAQ for creating and changing rulesets, especially following the mod reorganization following TFTD going live?
What folder do I put the files in?
What's required for a workable mod?
Is there a way to selectively delete/override vanilla rules, such as research or ufopaedia entries?
More newbie questions to come.
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Useful Information for Modding:
Ruleset Reference (https://www.ufopaedia.org/index.php?title=Ruleset_Reference_Nightly_%28OpenXcom%29)
Ruleset List Order (https://www.ufopaedia.org/index.php?title=Ruleset_List_Order_(OpenXcom))
FloorOb Vanilla (https://www.ufopaedia.org/index.php?title=FLOOROB.PCK)
HandOb Vanilla (https://www.ufopaedia.org/index.php?title=HANDOB.PCK)
There are couple more for sounds etc..
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Those are useful - a lot of it I already know from picking over Solarius' FMP mod - but it doesn't really answer my questions about the fundamentals.
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Those are useful - a lot of it I already know from picking over Solarius' FMP mod - but it doesn't really answer my questions about the fundamentals.
You can overwrite vanilla definitions.
You just need to use the same name.
You can also delete vanilla definitions with " - delete: STR_EXAMPLE_STRING"
On further notice:
Case Sensitivity and Naming (https://openxcom.org/forum/index.php/topic,2309.msg40319.html#msg40319)
Introduction to the new Mod structure (https://openxcom.org/forum/index.php/topic,3617.msg44187.html#msg44187)
Hope this helps.
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You might also wann read Thread here (https://openxcom.org/forum/index.php/topic,3820.msg49282.html#msg49282)
It should cover most of your questions i presume.
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Yep, that helped!
Another question - is there a way to edit the UFOpaedia categories? Not the articles themselves, that's pretty well documented, but adding, removing or editing the "Aquatic Artifacts" button, for example?
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Not the articles themselves, that's pretty well documented, but adding, removing or editing the "Aquatic Artifacts" button, for example?
You can rename the categories through the language files, you can reassign the vanilla articles to different categories but you cannot add new categories (and possibly not remove then also).
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I think Shoes was renaming things in his medals and honours mod, give that a look.
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That..... might work. Any guides to messing with translation strings for mods? I see there's a whole lot of yaml files for the vanilla game, but how to you define and reference overriding ones?
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That..... might work. Any guides to messing with translation strings for mods? I see there's a whole lot of yaml files for the vanilla game, but how to you define and reference overriding ones?
STR_XCOM_CRAFT_ARMAMENT: COUNCIL REPORTS
STR_HEAVY_WEAPONS_PLATFORMS: XCOM CRAFT & ARMAMENT & HWPs
STR_UFOS: MISCELLANEOUS
STR_UFO_COMPONENTS: UFOs & UFO COMPONENTS
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Can I just throw that in the ruleset? Or do I need to create a separate yml file in the mod folder? If it's the latter, I tried creating a en.yml file in the mod folder that says
en:
STR_XCOM_CRAFT_ARMAMENT: "X-Com Operations"
But that does not seem to have any effect.
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en:
STR_XCOM_CRAFT_ARMAMENT: "X-Com Operations"
Maybe it should be
en-GB:
STR_XCOM_CRAFT_ARMAMENT: "X-Com Operations"
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Like this?
ufopaedia:
#cleanup
- delete: STR_CRAFT_GAS_CANNON_UC
- delete: STR_DUP_HEAD
en-US:
STR_XCOM_CRAFT_ARMAMENT: "X-Com Operations"
Doesn't seem to work, I'm afraid.
{I have it as en-US because my localization is set to that}
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extraStrings:
- type: en-US
strings:
STR_XCOM_CRAFT_ARMAMENT: "X-Com Operations"
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Yay! That works!
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Mind if I slip in a dumb question? I've found a few places that make it sound like you should be able to define unit type for zombification. However, when I try to define 'zombieUnit' as something other than 'STR_ZOMBIE' I get a crash to desktop. For example, 'zombieUnit: STR_SNAKEMAN_LEADER' causes a ctd. Defining my own unit type doesn't seem to help either. Do you need to define something extra in order to spawn a unit as a zombie?
items:
- type: STR_UNIT_WEAPON
size: 1
weight: 6
bigSprite: 82
bulletSprite: 8
fireSound: 102
hitSound: 19
handSprite: 104
hitAnimation: 46
power: 140
accuracySnap: 100
tuSnap: 15
damageType: 1
battleType: 1
clipSize: -1
fixedWeapon: true
invWidth: 2
invHeight: 2
recover: false
zombieUnit: STR_ZOMBIE
flatRate: true
arcingShot: true
#BREAK
armors:
- type: DEADMAN_ARMOR
spriteSheet: DOM.PCK
spriteInv: DeadManInventoryImage
visibilityAtDark: 6
frontArmor: 40
sideArmor: 35
rearArmor: 30
underArmor: 20
drawingRoutine: 4
movementType: 0
damageModifier:
- 1.0
- 1.0
- 0.0
- 1.0
- 0.6
- 0.8
- 0.6
- 0.8
- 0.7
- 0.0
loftempsSet: [ 1 ]
#BREAK
units:
- type: STR_DEAD_MAN
race: STR_DEADMAN
rank: STR_ZOMBIE
stats:
tu: 40
stamina: 70
health: 50
bravery: 90
reactions: 45
firing: 50
throwing: 65
strength: 34
psiStrength: 50
psiSkill: 0
melee: 76
armor: DEADMAN_ARMOR
standHeight: 21
kneelHeight: 16
value: 25
deathSound: 90
moveSound: -1
energyRecovery: 32
intelligence: 6
aggression: 1
livingWeapon: true
Thanks!
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One more question, is it possible to add a newline to ufopedia entries?
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One more question, is it possible to add a newline to ufopedia entries?
Yes, via {NEWLINE}.
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as i recall it spawns terrorists (as in units ending with _TERRORIST) and STR_ZOMBIE isn't a rank
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Yes, via {NEWLINE}.
Cool, thanks.
One more, is it possible to set the date when the game begins?
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One more, is it possible to set the date when the game begins?
startingTime:
second: 0
minute: 0
hour: 12
weekday: 4
day: 1
month: 1
year: 2601
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startingTime:
year: 2601
Dang... my plans for the Ancient Egypt total conversion just got scrubbed because it doesn't accept pre-historic dates :(
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How would Egyptians know who the Jesus was, especially before he was even born, anyway? They'd use their own dating system :)
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How would Egyptians know who the Jesus was, especially before he was even born, anyway? They'd use their own dating system :)
Arabs, Indians, Chinese and a few other countries have their own dating systems but hardly anyone hears about them too. Plus Jesus will be the tribal commander of the anti-egyptian host determined to gain their liberty from their cruel alien overlords.
I'm planning to sue Stargate SG-1 once I complete it since they clearly stole my idea years ago. And the Bible too.
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Thanks Dioxine.
Here's another, though - I've been using the Nightly Ruleset Reference on the wiki, but that rule is not there. Is there a more comprehensive source around I can use then?
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Thanks Dioxine.
Here's another, though - I've been using the Nightly Ruleset Reference on the wiki, but that rule is not there. Is there a more comprehensive source around I can use then?
Not to my knowledge. But we can So we should put info on the Ufopaedia whenever we find it. :)
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Thanks Dioxine.
Here's another, though - I've been using the Nightly Ruleset Reference on the wiki, but that rule is not there. Is there a more comprehensive source around I can use then?
Yes, the comprehensive source is hacking Warboy's brain.
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Yes, the comprehensive source is hacking Warboy's brain.
Well, I can get some chloroform cheap. Wanna split money on gas?
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Anyone know if it's possible to use the needItem research clause to cover an array of possible items? For example, I want to have a research topic named "Sonic weapon analysis" that would require any of the sonic weapons to start. Is that doable?
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Anyone know if it's possible to use the needItem research clause to cover an array of possible items? For example, I want to have a research topic named "Sonic weapon analysis" that would require any of the sonic weapons to start. Is that doable?
Yes, using the "unlocks" command:
- name: STR_SONIC_PISTOL
unlocks:
- STR_SONIC_WEAPON_ANALYSIS
- name: STR_SONIC_RIFLE
unlocks:
- STR_SONIC_WEAPON_ANALYSIS
- name: STR_SONIC_CANNON
unlocks:
- STR_SONIC_WEAPON_ANALYSIS
- name: STR_SONIC_WEAPON_ANALYSIS
cost: 0
points: 0
dependencies:
- STR_SONIC_PISTOL
- STR_SONIC_RIFLE
- STR_SONIC_CANNON
Even though STR_SONIC_WEAPON_ANALYSIS has three dependency techs, each of them contains the "unlocks" item, which gives you access to STR_SONIC_WEAPON_ANALYSIS without researching the other two techs.
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Hmm, that seems to focus around the research tree. I'm trying to aim for something along the lines of "hmm, we recovered a sonic weapon. Let's take one apart", rather than researching them one by one.
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Yes, the comprehensive source is hacking Warboy's brain.
IRC is the best option for quick results.
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I've been rewriting the expanded gauss arsenal mod and I'm trying to figure out what's wrong with this research ruleset - all weapons are researchable at the start of the game, whereas they should be locked by Gauss Principles for first tier and Advanced Gauss Weapons for the second.
Any clues?
https://dl.dropboxusercontent.com/u/33551029/openXcom/Second%20Alien%20War.rar
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I rewrote the Expanded Gauss Arsenal mod for my own purposes so I have some experience w/ it. To me, it sounds like the dependencies tags have errors in them. Check the wording, spacing, and the formatting.
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Oh, Warboy helped me figure it out - apparently, getOneFree is only meant to use on captured aliens, putting it into the ruleset with a non-captured item did weird things.
Also, what did you do? I'm always on the lookout for more TFTD mods.
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I rewrote the unlock order. I didn't like how much the mod put me at a tactical disadvantage (it was better to just ignore Gauss and go for Sonics right away because of the volume of stuff you needed to research) so I set it up to unlock in stages, Light (pistols and SMG,) Medium (Rifles and Shotgun,) and Heavy (Heavy Gauss and LMG) Gauss weapons and it followed the order properly afterward (Cannon, Defenses.) I also made it so you don't need to have the new fighter flying sub to unlock the Gauss Tank... because that's intensely stupid and the Gauss Coelocanth is effectively useless by the time you get it anyway.
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Oh, Warboy helped me figure it out - apparently, getOneFree is only meant to use on captured aliens, putting it into the ruleset with a non-captured item did weird things.
This limitation has been removed in the latest nightly.
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Woohoo!