OpenXcom Forum
Modding => Help => Topic started by: Dogstar359 on February 17, 2019, 01:26:06 pm
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Hi just recently joined i have a slight problem well a few but anyway.
Ive built a new craft, and using OXCE given it shields. I then created a new recoverable item called "UFO Shield Generator" created the research topics ect... then, using MCDEdit in the Target_Type:59 box i entered a value of 15 so that the entry would appear on the recovered items list. Of course it does, but it appears at the bottom of the list. Is there a way of making it appear above "UFO Power Source" i know that there is a command called listOrder but there isnt anything for the UFO Recovery Screen. I actually know why its doing it, its because of the Target_Type:59 in MCDEdit because i set a value of 15
it will appear at the bottom of the list, and i cant set it to a lower number beacuse there all mapped to different ufo components.
Also i want to ask if anyone knows how to make items explode on mission start like the "UFO Power Source" as i want to do the same for my Shield Generator, but cant find anything in the ruleset to help me?
Thanks
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Welcome!
To reorder items in loot section you must use rule listOrder in item description. Look which number to use you can here: https://www.ufopaedia.org/index.php/Ruleset_List_Order_(OpenXcom) (https://www.ufopaedia.org/index.php/Ruleset_List_Order_(OpenXcom))
If you want your item before alien power source, you must use number between 9500 and 9600.
Explosions of alien power sources are hardcoded and depends on ufo damage level.
But you can place an invisible grenade in your shield generator, with timer sent to 1.
Like in XPirates:
- name: COMPLEXGHOUL
mapDataSets:
- BLANKS
- AREA51_A3
- AREA51_B2
- AREA51_C2
- AREA51_DGHOULE
civilianTypes:
- MALE_CIVILIAN
- FEMALE_CIVILIAN
- CIVILIAN_MUT_3
- CIVILIAN_MUT_4
- CIVILIAN_MUT_5
script: COMPLEXURBAN
mapBlocks:
- name: COMPLEXURBAN00
width: 10
length: 10
items:
STR_DAMSEL_VICTIM:
- [4, 8, 1]
TIMEBOMB_FUMES:
- [2, 1, 0]
- [6, 2, 0]
- [8, 7, 0]
- [2, 8, 0]
- [5, 4, 0]
- [2, 1, 0]
- [6, 2, 0]
- [8, 7, 0]
- [2, 8, 0]
- [5, 4, 0]
fuseTimers:
TIMEBOMB_FUMES: [0, 50]
Here defined a terrain with one mapblock, containing set of explosive items. And these timebombs will explode in random turns between 0 and 50.
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Explosions of alien power sources are hardcoded and depends on ufo damage level.
Just to correct a little bit, damage level is not a factor... every crashed UFO has a 75% chance for each power source to explode.
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Just to correct a little bit, damage level is not a factor... every crashed UFO has a 75% chance for each power source to explode.
Well theoretically...
If damage >0, then 75%, else 0%. :)
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I messed with the listOrder command in my items.rul
- type: STR_UFO_SHIELD_GENERATOR
listOrder: 9510
size: 1.2
costSell: 500000
specialType: 15
recoveryPoints: 40
in research.rul its
- name: STR_UFO_SHIELD_GENERATOR
listOrder: 4910
cost: 850
points: 60
needItem: true
and in ufopedia.rul its
- id: STR_UFO_SHIELD_GENERATOR
listOrder: 11010
type_id: 7
section: STR_UFO_COMPONENTS
requires:
- STR_UFO_SHIELD_GENERATOR
image_id: SHIELD_GENERATOR.SPK
text: STR_UFO_SHIELD_GENERATOR_UFOPEDIA
text_width: 163
everything seems to be right except for the UFO Recovery screen the one you get after you complete your mission it appears like this.
UFO RECOVERY
UFO Power Source 4 80
UFO Navigation 4 20
Alien Enterainment 24 48
Alien Alloys 238 238
UFO Shield Generator 1 40
Elerium-115 200 20
Ive got a feeling its hardcoded :'( but what i was trying to do was this
UFO RECOVERY
UFO Shield Generator 1 40
UFO Power Source 4 80
UFO Navigation 4 20
Alien Enterainment 24 48
Alien Alloys 238 238
Elerium-115 200 20
Also are there any guides on using mapview2 im having trouble creating certain walls either i walk through them or i cant step on them at all.
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UFO Power Source 4 80
UFO Navigation 4 20
Alien Enterainment 24 48
Alien Alloys 238 238
UFO Shield Generator 1 40
Elerium-115 200 20
Looks like you are right. This is order of mcd TargetType.
Also are there any guides on using mapview2 im having trouble creating certain walls either i walk through them or i cant step on them at all.
I think your problem is - placing wall in wrong slot of map cell.
There is four of them - floor, west wall, north wall, object. So west wall, placed in, lets say, north wall slot, will be passable through, but drawed as it should.
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I think your problem is - placing wall in wrong slot of map cell.
There is four of them - floor, west wall, north wall, object. So west wall, placed in, lets say, north wall slot, will be passable through, but drawed as it should.
yes, anything and everything from TU usage to explosion propagation depends on tileparts in the correct slots
it's a rule that can be broken, but i suggest it only if you really really know what you're doing.