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Messages - Bee

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1
Help / Craft maxItems Variable
« on: December 17, 2022, 12:31:00 pm »
When designing a new craft, maxItems works fine for any value greater than 0, or 0 so long as there is no pilot / soldier variable. But the moment soldiers / pilots are added, maxItems: 0 (including fractions) fails to work, and instead gives unlimited item capacity. Is maxItems regulated by some other variable when soliders: 1 (or any number) and pilots: 1 (or any number) are used, thereby changing the expected behavior of a maxItems: 0 setting?

2
Help / Re: Multiple "Wrong index 19066 for surface set BIGOBS.PCK"
« on: December 13, 2022, 10:00:16 am »
If you use images from other mods (yes, xcom1 and xcom2 are mods), you need to copy the image declarations too (extraSprites).
Only OG images don't need to be copied.

Or you can cross-reference images from other mods using the following syntax: https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Negative_indices_and_cross-referencing_other_mods

Easy enough. Thank you.

3
Help / Multiple "Wrong index 19066 for surface set BIGOBS.PCK"
« on: December 13, 2022, 03:33:54 am »
So, if I simply delete the lines all is fine. And that's how I would use the modded file, but I am keeping everything within the modded file to try and identify issues prior to. This error comes up upon loading:

[12-12-2022_17-20-35]   [ERROR]   During linking rulesets of items:
Error for 'CALCINITE_WEAPON': Wrong index 19066 for surface set BIGOBS.PCK
Error for 'DEEP_ONE_WEAPON': Wrong index 19072 for surface set BIGOBS.PCK
Error for 'HALLUCINOID_WEAPON': Wrong index 19068 for surface set BIGOBS.PCK
Error for 'STR_BIODRONE_MELEE_WEAPON': Wrong index 19073 for surface set BIGOBS.PCK
Error for 'STR_LOBSTERMAN_MELEE_WEAPON': Wrong index 19070 for surface set BIGOBS.PCK
Error for 'STR_TRIBIO_SONIC_WEAPON': Wrong index 19067 for surface set BIGOBS.PCK
Error for 'STR_TRISCENE_MELEE_WEAPON': Wrong index 19069 for surface set BIGOBS.PCK
Error for 'TENTACULAT_WEAPON': Wrong index 19071 for surface set BIGOBS.PCK
Error for 'XARQUID_WEAPON': Wrong index 19067 for surface set BIGOBS.PCK
Error for 'ZOMBIE_WEAPON': Wrong index 19074 for surface set BIGOBS.PCK

Here are the lines in the modded file, but they are IDENTICAL to the vanilla ruleset. I am only including them for reference.

Code: [Select]
   - type: STR_BIODRONE_MELEE_WEAPON
    bigSprite: 73
    meleeSound: 26
    strengthApplied: true
    damageType: 7
    accuracyMelee: 100
    tuMelee: 15
    battleType: 3
    fixedWeapon: true
    invWidth: 2
    invHeight: 3
    clipSize: -1
    recover: false
  - type: HALLUCINOID_WEAPON
    bigSprite: 68
    meleeSound: 26
    strengthApplied: true
    damageType: 7
    accuracyMelee: 100
    tuMelee: 15
    battleType: 3
    fixedWeapon: true
    invWidth: 2
    invHeight: 3
    clipSize: -1
    recover: false
  - type: STR_LOBSTERMAN_MELEE_WEAPON
    specialUseEmptyHand: true
    specialUseEmptyHandShow: true
    bigSprite: 70
    meleeSound: 42
    strengthApplied: true
    damageType: 7
    accuracyMelee: 100
    tuMelee: 15
    battleType: 3
    fixedWeapon: true
    invWidth: 2
    invHeight: 3
    clipSize: -1
    recover: false
  - type: CALCINITE_WEAPON
    bigSprite: 66
    meleeSound: 16
    strengthApplied: true
    damageType: 7
    accuracyMelee: 100
    tuMelee: 15
    battleType: 3
    fixedWeapon: true
    invWidth: 2
    invHeight: 3
    clipSize: -1
    recover: false
  - type: DEEP_ONE_WEAPON
    bigSprite: 72
    bulletSprite: 8
    fireSound: 40
    hitSound: 41
    power: 100
    damageType: 8
    accuracyAuto: 50
    accuracySnap: 75
    accuracyAimed: 110
    tuAuto: 35
    tuSnap: 30
    tuAimed: 60
    battleType: 1
    fixedWeapon: true
    invWidth: 2
    invHeight: 3
    clipSize: -1
    recover: false
    arcingShot: true
    hitAnimation: -1
  - type: STR_TRISCENE_MELEE_WEAPON
    bigSprite: 69
    handSprite: 41
    meleeSound: 44
    strengthApplied: true
    damageType: 7
    accuracyMelee: 100
    tuMelee: 15
    battleType: 3
    fixedWeapon: true
    invWidth: 2
    invHeight: 3
    clipSize: -1
    recover: false
  - type: STR_TRIBIO_SONIC_WEAPON
    weight: 3
    bigSprite: 67
    floorSprite: 29
    handSprite: 40
    fireSound: 36
    hitSound: 31
    hitAnimation: 46
    power: 110
    damageType: 5
    accuracySnap: 86
    accuracyAimed: 100
    tuSnap: 30
    tuAimed: 60
    battleType: 1
    fixedWeapon: true
    invWidth: 2
    invHeight: 3
    clipSize: -1
    bulletSprite: 8
    recover: false
    vaporColor: 3
    vaporDensity: 30
  - type: XARQUID_WEAPON
    weight: 3
    bigSprite: 67
    floorSprite: 29
    handSprite: 40
    fireSound: 37
    hitSound: 31
    hitAnimation: 46
    power: 130
    damageType: 5
    accuracySnap: 75
    accuracyAimed: 100
    tuSnap: 30
    tuAimed: 60
    battleType: 1
    fixedWeapon: true
    invWidth: 2
    invHeight: 3
    clipSize: -1
    bulletSprite: 8
    recover: false
    vaporColor: 3
    vaporDensity: 30
  - type: TENTACULAT_WEAPON
    bigSprite: 71
    meleeSound: 42
    strengthApplied: true
    damageType: 7
    accuracyMelee: 100
    tuMelee: 15
    battleType: 3
    fixedWeapon: true
    invWidth: 2
    invHeight: 3
    clipSize: -1
    recover: false
    zombieUnit: STR_ZOMBIE
  - type: ZOMBIE_WEAPON
    bigSprite: 74
    meleeSound: 42
    strengthApplied: true
    damageType: 7
    accuracyMelee: 100
    tuMelee: 15
    battleType: 3
    fixedWeapon: true
    invWidth: 2
    invHeight: 3
    clipSize: -1
    recover: false

If I delete these lines all is well. And, again, the final mod would not include these lines since they are identical to the vanilla ruleset. But I am trying to figure out why the error occurs with the lines included, and not when they are omitted. Compare tools show no errors / differences in syntax (spacing etc.). This error occurs when this is the only mod file turned on.

Thank you.

* I get the same error even if I copy over the vanilla rulset as is, and add it to the mod folder (obviously with the proper file structure etc.). /sigh

4
Help / Re: Power Range Threshold / Reduction
« on: December 08, 2022, 12:32:57 pm »
No, not the same object, same type of object.

If your weapon shoots projectiles, put the damage info on the projectile.

If it doesn't shoot projectiles (e.g. a grenade or a sword), put the damage info on the weapon.

Perfect. So in the case of the gauss or sonic pistol, I put the damage variable(s) on the clip.

And if I were to create / mod a weapon, adding a new ammo slot, like a rifle with a grenade launcher, would there be a need for two entries, one under weapon to account for the grenade and one under the clip to account for the bullets? Or would this be redundant (let's assume same variable values are being used)?
 

5
Help / Re: Power Range Threshold / Reduction
« on: December 08, 2022, 04:05:43 am »
Damage is defined in ammo, accuracy is in weapon.
And ammo and weapon is same type of object in game, you could even try make gun that shoot other guns.
This is why both configs are in same place.

So to be clear, even though in the .rul you have, for instance, - type STR_GAUSS_PISTOL and - type STR_GAUSS_PISTOL_CLIP, in the game these items will be treated as the same (I am assuming the compatible ammo links them), and as such, it does not necessarily matter whether I put the above variables under - type STR_GAUSS_PISTOL_CLIP or - type STR_GAUSS_PISTOL as in game they are linked?

6
Help / Power Range Threshold / Reduction
« on: December 07, 2022, 09:23:45 pm »
While changing weapon variables, I noticed three things I would like to change: aimRange to 20 so it matches visual range during the day, powerRangeThreshold and powerRangeReduction (changes vary). Does it matter whether these are placed under the weapon or the clip? I ask because I notice as I am modifying the files, accuracy is defined under the weapons while power is defined under the ammo. Based on the wording in the rule set, I assume the above values go under the weapon.

Thank you.

7
Help / Re: Is making a mod this easy?
« on: December 05, 2022, 09:26:41 pm »
When you make an entry with the same name as one already in vanilla X-Com's .rul file only variables you alter or add are effected.

Thank you for this. This answered a future question I had too. It was a pain going through the items.rul when I wanted to adjust damage type, time units used, etc. So many entries. It's nice to know I can delete all the extra stuff and only use what I need in my "mod." Cuts down the lines in some of those .rul files by the hundreds, if not thousands haha. My mouse scroll wheel thanks you.

8
Help / Is making a mod this easy?
« on: December 05, 2022, 01:10:16 pm »
So, I figured out how to work Mapview2 so I can change some things I don't like. It was good learning, but it was a struggle haha. I am not looking to make major changes. Everything I have done has been by editing the vanilla (OXCE, in this case) rulesets. Changing damage (power), armor, costs, research tree, etc.

If I am only doing things like that, is it just a matter of creating a folder, placing it in the mods folder, then within said folder, creating a metadata.yml file with the proper master, and then a ruleset file within a rulesert folder? I am just lookng at a mod I downloaded and this seems to be it.

So, if my changes are basic, can I not just copy over the original ruleset and make the changes I want within the mod folder, thereby leaving the vanilla ruleset intact, while creating a mod? It seems like this should be all there is to it, for my purposes.

Thank you.

Let me edit with example:
Say I want to alter all the alien armor values. Can I not just copy the original armors.rul file to my mod folder and make all the edits there? And in so doing I have a mod that overwrites the armor values while leaving all the vanilla values intact.

9
OXCE Support / Re: Question about break down recipe
« on: December 03, 2022, 04:28:03 am »
No. All entries listed under requiredItems: are required for manufacturing. There is no option for the game to "pick" just one. How would this work in case you want to use a specific item because you have a lot of item a and only a small number of item b?

You have to create a separate manufacturing entry for every item.

That's too bad.

As to your question that's a good point. You would need a way to select which item to use or blacklist items etc.

Thank you.

10
OXCE Support / [Answered] Question about break down recipe
« on: December 02, 2022, 07:18:13 am »
Within Manufacture.rul

I would like to add a way to “scrap” or break items down. In other words, I would like to be able to take, for example, a Sonic Pistol Clip, and use it as an ingredient to then manufacture one unit of zrbite. The below works for that:

  - name: STR_ZRBITE    #Zrbite#
    category: STR_UFO_COMPONENT
    requires:
     - STR_ZRBITE
    space: 0.1
    time: 400
    cost: 1000
    requiredItems:
      STR_PISTOL_POWER_CLIP

1) Is there a way to add multiple required items and have them function as “or” statements, as opposed to “and” statements? For example:

  - name: STR_ZRBITE    #Zrbite#
    category: STR_UFO_COMPONENT
    requires:
     - STR_ZRBITE
    space: 0.1
    time: 400
    cost: 1000
    requiredItems:
      STR_PISTOL_POWER_CLIP
      STR_BLASTA_POWER_CLIP

I would like to be able to use EITHER the pistol clip OR the blasta clip to create one unit of zrbite. I feel like to do this I should be using the “breakDownItems” value, but I am not sure how to go about it.

Thank you.

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