alienDeployments:
- type: STR_JACKIE_CHAN_MISSION
startingCondition: STR_PISTOLS_AND_ARMANI_SUITS_ON_JETBIKE_ONLY
...
startingConditions:
- type: STR_PISTOLS_AND_ARMANI_SUITS_ON_JETBIKE_ONLY
# temporarily (for the duration of the mission) replace left-side armor with right-side armor
# motivation:
# for example replace helmetless variants with the ones including helmets
armorTransformations:
STR_TAC_ARMOR_UC: STR_PERSONAL_ARMOR_UC
# temporarily (for the duration of the mission) replace any unsupported armor with default armor
# motivation:
# for example if you want to allow only "MiB suits", don't allow anything and set "MiB suit" as default armor
defaultArmor:
STR_SOLDIER: STR_NURSE_OUTFIT_UC
# if this is not empty, only armors listed here are allowed
# other armors will be temporarily replaced by default armor
# after a mission:
# - surviving soldiers will change to their original armor again
# - armor from dead soldiers will NOT be lost (i.e. will be recovered as item)
allowedArmors:
- STR_NONE_UC
- STR_RUNT_OUTFIT_UC
- STR_NURSE_OUTFIT_UC
# if this is not empty, only items listed here are available at the start of the mission (in equip phase)
# other items will be "sent back to base"
# when the craft returns to base, it will re-equip original items automatically
# IMPORTANT: if you find any other items during the mission, you *CAN* use them without restrictions
allowedItems:
- STR_OLD_PISTOL
- STR_OLD_PISTOL_CLIP
- STR_SHORT_SWORD
- STR_ELECTRO_FLARE
# if this is not empty, only craft listed here are allowed to go to such missions
# check is done already when selecting a target:
# - if the target's starting condition is not compatible, you CANNOT send such craft there at all
allowedCraft:
- STR_JETBIKE
alienDeployments:
- type: STR_MEDIUM_SCOUT
startingCondition: STR_TEST
- type: STR_TERROR_MISSION
startingCondition: STR_TEST
- type: STR_ALIEN_BASE_ASSAULT
startingCondition: STR_TEST
startingConditions:
- type: STR_TEST
armorTransformations:
STR_FLYING_SUIT_UC: STR_POWER_SUIT_UC
defaultArmor:
STR_SOLDIER: STR_NONE_UC
allowedArmors:
- STR_NONE_UC
- STR_POWER_SUIT_UC
allowedItems:
- STR_PISTOL
- STR_PISTOL_CLIP
- STR_LASER_PISTOL
- STR_ELECTRO_FLARE
allowedItemCategories:
- STR_MELEE_CATEGORY
allowedCraft:
- STR_SKYRANGER
One question, probably a stupid one: if I set STR_POWER_SUIT to be replace with STR_SHORT_SHORTS, and a soldier wearing STR_SHORT_SHORTS dies, what will be recovered from the body? I expect it to be STR_POWER_SUIT, but I thought I'd ask. :)
BTW would you accept if I credit you as a mod co-author? You've put so much good work into this. OTOH your code can be used by many mods, so I'm not sure if it's OK, but I'm inclined to do so anyway.
And then a prequel! Then a reboot! Don't forget the tie-in merchandise!
With time. I'm not a modern-type entertainment company and the actual product comes first. :P
Meridian, what's ETA on the enviros? Can I assume it'll be done in a month or so?
startingConditions:
- type: STR_TEST
allowedVehicles:
- STR_NONE
Sorry, how do I restrict HWPs from being used in a given startingCondition? I recall it was being discussed, but can't find it.
(Omitting them from allowedItems doesn't work.)
It's literally one post above yours.
Correct me if I'm wrong, but I think these starting conditions can be used to finally have different loadouts for TFTD land/water missions. For example when on land, replace all jet harpoons with rifles and replace diving suit with coverall.
I think it's possible to replicate TFTD terrors and such. But you can't specify different enviros for a UFO that crashed/landed on land and one that crashed/landed underwater, because they have the same deployments.
allowedItemCategories:
- STR_BAT_CAT_INFILTRATION
- type: addUFO
UFOName: STR_UFONAME
Only change addUFO to addCraft. This would effectively override your craft with this.You don't need that. You can simply add this craft as a mapblock for your undersea map (with undersea ground added around it), with tiles that enable X-Com unit spawn (or spawn points for x-com soldiers, but the previous option is IMO better in this case, especially since it allows retreat). This works exactly like Alien Base Assault: no craft is spawned, but xcom soldiers are spawned on a special mapblock.
You need a floor tile with special flag:59 set to 1 (X-Com Craft).
So, is this still a request or not?
And if yes, can you give some foolproof examples of what you want to allow and what you want to disable?
I somehow got lost in the descriptions above...
- type: addCraft
craftName: STR_SUBMARINE
startingConditions:
- type: STR_UNDERWATER_GEAR
craftTransformations:
STR_SKYRANGER: STR_SUBMARINE
Hmm, sounds easy, but I can already see 7 billion problems I'll encounter.
Isn't it easier just to disallow Skyranger to "land on water"? Can probably even be done with current ruleset, much like some ships can't go too deep? Or am I simplifying it?
And not to be mean or anything... but you're giving me solutions already... too early for that ... I'd like to hear the requirement first if possible... what are you trying to achieve?
Some of my missions take place underwater, in oceans. I can go to such a place with one of my normal craft, like the Skyranger. Once the mission starts, my troops start inside a submarine, not the Skyranger. (It is assumed X-Com has this sort of stuff somewhere and can bring it to the site for use in a mission.) I can retreat to the submarine and abort. When the mission ends, I return to base with the same craft I came on.
If the submarine has less space than there are people, some of them do not spawn.
1. how did you implement the underwater missions? Is it something like in TFTD or just some hack? Are they USO landing/crash sites or are they spawned mission sites?
2. if you didn't just somehow hack it... wouldn't it make more sense that you cannot send a Skyranger to such a mission (on water) at all, but you must send a different craft (e.g. Triton) instead? Implementing a check if a craft can go to certain places or not will be MUCH easier than the other options.
I'll have a look, but my schedule is currently quite full.
Don't expect anything sooner than in 2-3 weeks.
I am forever indebted to you. ^^
- type: STR_SWIMSUIT_A_SEA_UC
spriteSheet: PIR_43.PCK
spriteInv: MAN_SM1
customArmorPreviewIndex: 5
spriteFaceGroup: 6
spriteFaceColor: [94, 94, 94, 94, 160, 160, 163, 163, 94, 94, 94, 94, 160, 163, 160, 160, 94, 94, 94, 94, 163, 160, 160, 163, 94, 94, 94, 94, 160, 163, 163, 163, 94, 94, 94, 94, 163, 163, 160, 160, 94, 94, 94, 94, 160, 160, 160, 160, 94, 95, 94, 94, 161, 160, 161, 162, 94, 94, 94, 94, 163, 163, 161, 160]
spriteHairGroup: 9
spriteHairColor: [224, 17, 246, 36, 38, 208, 246, 246, 36, 246, 246, 16, 16, 150, 150, 246, 178, 160, 160, 163, 38, 18, 246, 52, 246, 16, 37, 196, 161, 224, 224, 37, 16, 246, 17, 230, 86, 245, 246, 80, 34, 80, 16, 16, 246, 244, 198, 35, 38, 246, 144, 18, 246, 246, 246, 80, 80, 162, 130, 144, 224, 246, 82, 181]
storeItem: TROLLIUM
movementType: 1
corpseBattle:
- STR_CORPSE_SWIMSUIT
corpseGeo: STR_RAIDER_CORPSE
personalLight: 20
stats:
tu: -5
reactions: -5
firing: -10
melee: -15
throwing: -10
bravery: 20
psiStrength: 4
visibilityAtDark: 18
visibilityAtDay: 18
frontArmor: 20
sideArmor: 20
rearArmor: 20
underArmor: 20
meleeDodge:
reactions: 0.4
meleeDodgeBackPenalty: 0.5
recovery:
energy:
flatHundred: 0.08
healthCurrent: 0.20
morale:
moraleCurrent: -0.2
bravery: 0.2
stun:
flatHundred: -0.12
healthCurrent: 0.1
health: -0.05
damageModifier:
- 0.3
- 1.0
- 0.65
- 1.5
- 1.0
- 0.65
- 0.8
- 0.75
- 1.0
- 0.0
builtInWeapons:
- INV_NULL_4X2_BACK
- INV_NULL_4X2
- INV_NULL_1X1_LL
- INV_NULL_1X1_LS
- INV_NULL_1X1_RL
- INV_NULL_1X1_RS
loftempsSet: [ 2 ]
startingConditions:
- type: STR_ENVIRO_SEA
armorTransformations:
STR_SWIMSUIT_A_UC: STR_SWIMSUIT_A_SEA_UC
startingConditions:
- type: STR_ENVIRO_CYDONIA
allowedArmors:
- STR_IRONMAN_ARMOR_A_UC
armorTransformations:
STR_IRONMAN_ARMOR_B_UC: STR_IRONMAN_ARMOR_A_UC
STR_IRONMAN_ARMOR_C_UC: STR_IRONMAN_ARMOR_A_UC
defaultArmor:
STR_SOLDIER: STR_SPACE_SUIT_UC
defaultArmor:
STR_SOLDIER:
STR_SPACE_SUIT_UC: 50 # 50% space suit
STR_ANNIHILATOR_ARMOR_UC: 25 # 25% annihilator suit
noChange: 25 # 25% to keep whatever you have on
Yes it is, the solution Dioxine suggested is temporary as it doesn't really allow swapping vehicles.
Well, there are two options, please consider which is easier:
Option 1) Enable this formula in the mapScripts:Code: [Select]- type: addCraft
craftName: STR_SUBMARINE
Just like it works for UFOs with the addUFO command.
Option 2) Allow swapping the landed craft according to enviros, exactly like armours now:Code: [Select]startingConditions:
- type: STR_UNDERWATER_GEAR
craftTransformations:
STR_SKYRANGER: STR_SUBMARINE
Either of these would work for me, but I think the second option (with startingConditions) would be more useful in general.
INFO: There will be a breaking change in the next version.
Default armor will be a weighted list, instead of just a single entry:
Old syntax:Code: [Select]defaultArmor:
STR_SOLDIER: STR_SPACE_SUIT_UC
New syntax:Code: [Select]defaultArmor:
STR_SOLDIER:
STR_SPACE_SUIT_UC: 50 # 50% space suit
STR_ANNIHILATOR_ARMOR_UC: 25 # 25% annihilator suit
noChange: 25 # 25% to keep whatever you have on
Is there a way to have an agent removed if a desired armor type is not available for him in the inventory? A possible case is to require diving suits to be in inventory before they could be used in an underwater mission.