OpenXcom Forum

Modding => Released Mods => XPiratez => Topic started by: Zharkov on August 13, 2017, 06:44:23 pm

Title: [MOD] The self-driving car
Post by: Zharkov on August 13, 2017, 06:44:23 pm
The self-driving car is coming to piratez!

With this mod, you can:
Your self-driving car is quite fast, but only lightly armored and armed.

Graphics pirated from drages (https://openxcom.org/forum/index.php/topic,5643.0.html).

Use 1.3 for testing with J11.

(Also stand alone psiamp for 0.99I2a - imbalances the game, not continued)

Title: Re: The self-driving car
Post by: Ethereal_Medic on August 13, 2017, 09:32:21 pm
Sounds promissing.
Wonder about the tankiness so the early game threats aren't completely put on ice with one single armored car and maschinegun volleys.
Title: Re: The self-driving car
Post by: Zharkov on August 14, 2017, 12:48:49 pm
Okay, I still have troubles with the armor type:

Code: [Select]
armors:
  - type: SELF_CAR_ARMOR
    spriteInv: MAN_75
    spriteSheet: XTR_4.PCK
    corpseBattle:
      - CAR_CORPSE_1
      - CAR_CORPSE_2
      - CAR_CORPSE_3
      - CAR_CORPSE_4
    corpseGeo: STR_CAR_CORPSE
    visibilityAtDark: 9
    frontArmor: 65
    sideArmor: 60
    rearArmor: 55
    underArmor: 35
    drawingRoutine: 2
    size: 2
    allowInv: false
    fearImmune: false

    damageModifier:
      - 0.0
      - 1.0
      - 0.4
      - 0.75
      - 1.0
      - 1.0
      - 0.0
      - 0.75
      - 0.5
      - 0.0
      - 0.0
      - 1.0
      - 1.0
      - 1.0
      - 1.0
      - 0.0
    loftempsSet: [92, 89, 90, 91]

This code works perfectly well, when used for the AI armored car, but crashes the game when used for the player's HWP. I am open for suggestions why?!

That is was the sprites look like.
Title: Re: The self-driving car
Post by: Zharkov on August 14, 2017, 04:10:39 pm
Sounds promissing.
Wonder about the tankiness so the early game threats aren't completely put on ice with one single armored car and maschinegun volleys.

Well, testing and balancing is needed always. As it is, the Self-Driving Car is not tanky - unlike the Armored Car used by the Bandits.
Title: Re: The self-driving car
Post by: Zharkov on August 15, 2017, 09:43:57 pm
done
Title: Re: The self-driving car
Post by: SomeGuy on August 15, 2017, 09:52:24 pm
Heh, I like that description, funny and fits the theme IMO.
Title: Re: The self-driving car
Post by: wolfreal on August 15, 2017, 09:56:58 pm
Great!
Title: Re: The self-driving car
Post by: JustTheDude/CABSHEP on August 16, 2017, 12:07:45 am
But what role could that car fulfill? With that much AP it seems to be advanced guard dog with machinegun and without ability to bite. Mayby it could be a good early tank. Melee ability is absent becouse of game mechanic, gameplay or lore? 
Title: Re: The self-driving car
Post by: Ethereal_Medic on August 16, 2017, 12:19:06 am
Installing "bite" doesn't make your foes a roadkill. I see possiblities as long as the tech is available during the bounty-hunting area.
Title: Re: The self-driving car
Post by: Zharkov on August 16, 2017, 11:09:46 pm
Heh, I like that description, funny and fits the theme IMO.
Great!

Thanks!

But what role could that car fulfill? With that much AP it seems to be advanced guard dog with machinegun and without ability to bite. Mayby it could be a good early tank. Melee ability is absent becouse of game mechanic, gameplay or lore?

I had a heavy scout in mind. Parrots and Dogs are great scouts and I use them in missions because they don't take much space. The Self-Driving car has some advantages though, it does not depend on the Burrow, it is tireless (pun), faster and better armed. I use it for hideout defense.

Melee would be possible thanks to Extended+.

Installing "bite" doesn't make your foes a roadkill. I see possiblities as long as the tech is available during the bounty-hunting area.

ATM the needed tech preqs are Slave AI and the Armored Car, which you get when reseraching a wrecked car or a captured car.

Title: Re: The self-driving car
Post by: Serpentium on August 17, 2017, 09:50:58 am
I really like this. Tank drones, dogs and parrots are good and all, but noting beats the classiness of a self-driving car. Can't wait to see it in game!
Title: Re: The self-driving car
Post by: Zharkov on August 18, 2017, 06:39:52 pm
The Machinegun is useless against armored foes. The Gals will notice. Maybe there should be an upgrade. I am thinking about reticulan tech: Replacing the combustion engine with a Reticulan Fusion Reactor and mounting a Ret Plasma Charger would turn the Self-Driving Car into a heavy hitter with a glass jaw.
Title: Re: The self-driving car
Post by: greattuna on August 18, 2017, 11:18:59 pm
Not sure if I would use the machinegun car, taking four slots for something that could easily be dispatched by a few shotgun blasts to the side is not very appealing. But the reticulan charger variant would be nice to use against armored targets.

As an alternative, gals could strap a few panzerfausts\RPGs to a car and use it as an improvised anti-armor vehicle.
Title: Re: The self-driving car
Post by: wolfreal on August 18, 2017, 11:30:25 pm
It could be interesting if you can use the vehicle for cargo too... Maybe unbalancing, thinking about it, but can be an interesting use in big maps. Gals run with less, and then take what is needed from the vehicle (The vehicle throw things at the floor, that can be a way to simulate the cargo).

Another thing is the front light, it can illuminate your way.
Title: Re: The self-driving car
Post by: SteamXCOM on August 19, 2017, 08:34:58 pm
I gather the sprite sheet from * XTR_4.png could not be used ?

I got the segment error as well when I tried to use it for an HWP, however I did manage to get it ingame when I had the wrong dimensions
ie
    width: 256
    height: 1480
    ==does not crash  but displays oddly because wrong dimensions for sprite.
    ----
    The correct dimensions
        width: 256
    height: 160
    ===>CRASH
Title: Re: The self-driving car
Post by: HT on August 20, 2017, 12:39:15 pm
This looks cool. Will this mod be included in the incoming update? I read that it is already available at the Discord chat, but it still has not been uploaded here for some reason.
Title: Re: The self-driving car
Post by: SomeGuy on August 20, 2017, 05:16:02 pm
Dioxine first released it to the Discord because it's using a new OXE+ to launch the mod, so it's to test for any game-breaking bugs.
Title: Re: The self-driving car
Post by: Zharkov on September 01, 2017, 10:15:42 pm
Okay, if you have the tech, you can build a more powerful car now.
Title: Re: The self-driving car
Post by: JustTheDude/CABSHEP on September 01, 2017, 11:11:24 pm
If there will be a hover version it would be cool if it would look like armored classic yellow cab. X-Piratez have a lot of references to old games and popculture, so why not make one to Quarantine.
Title: Re: The self-driving car
Post by: Zharkov on September 04, 2017, 07:01:13 pm
I really like this. Tank drones, dogs and parrots are good and all, but noting beats the classiness of a self-driving car. Can't wait to see it in game!

Thanks.

It could be interesting if you can use the vehicle for cargo too... Maybe unbalancing, thinking about it, but can be an interesting use in big maps. Gals run with less, and then take what is needed from the vehicle (The vehicle throw things at the floor, that can be a way to simulate the cargo).

Another thing is the front light, it can illuminate your way.

Both are interesting ideas. I think there is already a mod for support drones (https://openxcom.org/forum/index.php/topic,5517.msg84188.html#msg84188),  but I am not sure whether these carry stuff around for you.
A front light seems nice, too. Especially for the taxi suggested by JustTheDude.

I gather the sprite sheet from * XTR_4.png could not be used ?

I got the segment error as well when I tried to use it for an HWP, however I did manage to get it ingame when I had the wrong dimensions
ie
    width: 256
    height: 1480
    ==does not crash  but displays oddly because wrong dimensions for sprite.

    ----
    The correct dimensions
        width: 256
    height: 160
    ===>CRASH

I wonder, could this be connected to the "turretType:"? I stopped testing it, because I like the quad model better by now.

This looks cool. Will this mod be included in the incoming update? I read that it is already available at the Discord chat, but it still has not been uploaded here for some reason.

Thanks. Nope. Did not make it.

If there will be a hover version it would be cool if it would look like armored classic yellow cab. X-Piratez have a lot of references to old games and popculture, so why not make one to Quarantine.

As the taxi in 5th element? I am sorry, I do not do arts. If there was a model I would consider coding it. It think it should be armed with a rotary gun.^^
Title: Re: [MODMOD] The self-driving car
Post by: Zharkov on March 30, 2018, 07:43:34 pm
Updated for 0.99I2a
Title: Re: The self-driving car
Post by: Cristao on March 31, 2018, 09:23:09 pm
It could be interesting if you can use the vehicle for cargo too... Maybe unbalancing, thinking about it, but can be an interesting use in big maps. Gals run with less, and then take what is needed from the vehicle (The vehicle throw things at the floor, that can be a way to simulate the cargo).

Another thing is the front light, it can illuminate your way.

Not a bad idea...
Title: Re: The self-driving car
Post by: Zharkov on April 13, 2018, 05:40:28 pm
New version available.
Title: Re: [MODMOD] The self-driving car
Post by: Bartojan on April 13, 2018, 10:03:30 pm
Feel free to use attached czech strings for your mod.
Title: Re: [MODMOD] The self-driving car
Post by: Zharkov on February 01, 2019, 06:02:36 pm
Feel free to use attached czech strings for your mod.

That is very nice, but I was unable to include your translation, as my editor was unable to read the special localized letters.