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Messages - Zeta Reticulan

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1
Released Mods / Re: [OXCE] [WEAPON] RT-20 version 2
« on: March 20, 2023, 06:52:22 pm »
Yes! Since the QLB-06 is a grenade launcher, it does not shoot bullets. Smoke can be used to conceal your soldiers.

2
Released Mods / Re: [OXCE] [WEAPON] RT-20 version 2
« on: March 20, 2023, 03:28:23 pm »
It's my pleasure, BlackStaff! The first versions were simply reskins, because I didn't know much about the rulesets back then. The second versions are actually how I originally invisioned them.

3
Released Mods / [OXCE] [WEAPON] RT-20 version 2
« on: March 19, 2023, 08:11:58 pm »
Replaces the Heavy Cannon with the RT-20 Anti-materiel Rifle. The RT-20 is a single shot weapon that needs to be reloaded after every shot. Very slow, but extremely accurate.

https://mod.io/g/openxcom/m/rt-20

4
Released Mods / [OXCE] [WEAPON] QLB-06 version 2
« on: March 19, 2023, 08:05:58 pm »
Replaces the Auto Cannon with the QLB-06/QLZ-87B Grenade Launcher. The QLB-06 is an indirect fire weapon with an auto fire mode. Magazine size is reduced to 6 rounds just like the real life QLB-06.

https://mod.io/g/openxcom/m/qlb-06

5
That happened to me too. I found out that you have to run the game once for that folder to appear. Once you've ran the game once, the folder should be in Documents\OpenXcom\mods\

6
Troubleshooting / HE bug
« on: March 17, 2023, 07:41:06 pm »
Hi. I've ran into some unexplainable bug. All of a sudden, all HE weapons are only causing a tiny 1 square explosion. I thought maybe a mod was causing this problem, so I turned them all off, but the problem still persist. What the heck could be causing that?

7
Offtopic / Real life Auto-Cannon?
« on: March 17, 2023, 04:40:23 am »
AA-12 automatic shotgun shooting Frag-12 explosive ammo.


8
Suggestions / Re: Toss grenades around corners.
« on: February 28, 2023, 02:26:41 am »
Don't know much about the codes, but I think that is what I mean. Can a weapon have 2 different firing modes? One using way points (when tossing around a corner), and the other an arcing shot (when thrown in a straight line)?

9
Suggestions / Re: Toss grenades around corners.
« on: February 27, 2023, 10:18:08 pm »
I need to get my hands on that code.

10
Suggestions / Re: Toss grenades around corners.
« on: February 27, 2023, 07:07:19 pm »
Interesting. I'll have to look into it. It would turn the grenade into an instant grenade I assume, because isn't  instant grenades treated like a one shot gun?

11
Suggestions / Re: Toss grenades around corners.
« on: February 27, 2023, 06:49:08 pm »
Actually, I didn't say anything about bouncing off a wall, just the ability for the grenade to turn a corner. Maybe something like the way points for the blaster launcher. But if it's not possible, oh well.

12
Suggestions / Re: Toss grenades around corners.
« on: February 27, 2023, 04:13:39 pm »
It wouldn't make it that much easier if tossing around a corner has a very short range, just like in real life. SWAT teams and military usually toss a grenade into a room before going in.

13
Open Feedback / Re: Incendiary mod
« on: February 27, 2023, 02:00:27 am »
Thanks, Reaver. I created an incendiary mod shortly after I made this thread .

14
Released Mods / Re: [UFO][WEAPON][SPRITE]Replace Auto Cannon with QLB-06
« on: February 23, 2023, 09:52:09 pm »
Hi BlackStaff! I'm happy you like them. I was told that as long as they are 2 different mods, having the same value shouldn't cause any problems.

Edit: I just realized what you said. Combining them together  into one mod would require changing the values.

15
Released Mods / Re: [UFO][WEAPON][SPRITE]Replace Auto Cannon with QLB-06
« on: February 23, 2023, 08:31:30 pm »
Thanks for the kind words, Buscher. I might make a bundle in the future, now that you mentioned it. My original plan was to make only mini mods that only changes 1 or 2 things. That way people can choose what they want or don't want. I know for myself, there are a lot of cool features in big mods that I wish I could add to the game without needing to install everything else.

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