OpenXcom Forum
Modding => Help => Topic started by: bulletdesigner on November 23, 2017, 12:42:00 pm
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This is my retaliation script
- type: STR_ALIEN_RETALIATION
spawnUfo: STR_BATTLESHIP # Spawned for the final retaliation run
raceWeights: # In the case of a shootdown, race comes from the UFO that triggered the mission.
0:
STR_SECTOID: 20
STR_SNAKEMAN: 20
STR_ETHEREAL: 20
STR_MUTON: 20
STR_FLOATER: 20
the problem is i created a race which i don´t want then to retaliate
so i did in races:
- id: STR_ASSAULTCHAOS
retaliation: false
Still when i take down their craft and they still retaliate with that race, i guess because of the ""# In the case of a shootdown, race comes from the UFO that triggered the mission."" part still is there a way to ignore it?
i´m i missing something?
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(I could be wrong about this as I've only read the UFOpaedia Ruleset Reference (https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)) on the subject and not actually worked with this type of code yet, so please take my suggestion with a grain of salt.)
With the raceWeights: list I believe the number after each STR_ALIENRACE: variables is the percentage of chance for that race to be assigned as the crew of the craft for the retaliation mission.
So instead of setting it to false try setting it to 0 which should in theory serve the same function as a false value.
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on the MISSION you want to set retaliationOdds to zero.
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on the MISSION you want to set retaliationOdds to zero.
You mean on the alienMissions entry right?
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yes
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yes
Updated the wiki, thanks!
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thks for the answer i will see to it