OpenXcom Forum

OpenXcom => Suggestions => Topic started by: new_civilian on October 29, 2019, 01:00:14 pm

Title: Smart Flares
Post by: new_civilian on October 29, 2019, 01:00:14 pm
Using the spawn feature of the newest OCE exe, i made some flares that are player controllable, they can fly around and provide light. I gave them a view range of 1 only and made them cloaked, so that the aliens don't shoot them until they run directly into them (visible range 1 tile). To my big surprise they work flawlessly w/o breaking the gameplay or immersion. I gave them 1 hitpoint only and a flare power of 30, inly 40 time units and they can't "run" so they are moving very slowly only.

Anyway: What I'm saying is that this somewhat crazy idea works very well without unbalancing the game.  ::)

Maybe someone likes the idea for his/her mod.

I also made the Gazer holodrone corpse recoverable AND usable: You activate the corpse once researched (it has such a nice BIGOB) and throw it where you want it, works like a charm  :)
The spawning mechanics are so awesome.
Title: Re: Smart Flares
Post by: HT on October 31, 2019, 02:57:38 pm
Smart Flares sounds like an interesting addition. Can you make a small mod out of it and provide it to the others here, please? I would like to know how it would work in X-Com Files and such mods.
Title: Re: Smart Flares
Post by: new_civilian on November 05, 2019, 11:22:17 am
Here you go. Beware: Iam using OXCE 5.41 and do not know if it works in the newest exe
Title: Re: Smart Flares
Post by: HT on November 05, 2019, 01:44:36 pm
Thanks! It seems to work with Xcom Files indeed.
Title: Re: Smart Flares
Post by: new_civilian on November 12, 2019, 11:52:36 am
I just realized: If you change the file a bit, you can turn it into a mimic beacon decoy:

e.g. just Spawn a immobile (tu: 0) unit without the invisibility and maybe even make it a civilian unit. Done   :)

I used some edited graphics from the Spaceballs.zip file for that and it works flawlessly:

Title: Re: Smart Flares
Post by: new_civilian on November 20, 2019, 02:15:17 pm
One tip: Do not make those beacons spawn as a civilian unit, because then they will appear in the debriefing list under recovered/dead civilians.
Title: Re: Smart Flares
Post by: luke83 on November 22, 2019, 03:49:24 am
I was going to make a small drone in factions to work as a mobile light so thought i would borrow your code as a base but It wouldnt let me add any to my craft for some reason... Any thoughts on this?
Title: Re: Smart Flares
Post by: new_civilian on November 27, 2019, 02:45:03 pm
No idea.  :-[ :-\

It should really work. Just add a flare as a fixed weapon to a unit, make it primeable/unprimable. It does work. I did that in my personal mod soup.

If everything fails set the personal light of a unit to e.g. 30 and mention in the description that you can toggle it with L (default button)? I made that for early low-tech drones, the more advanced units have the on/off light describe above.