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Messages - Xangi

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1
Pretty much what it says on the tin, UFO:ET Gold did this and it was really great. You could make it so that aliens and humans were on more... equal terms for night missions, or even make the game harder. Not sure entirely how NPC sight works right now, but if the radius can be adjusted they should probably also gain the same sight bonuses from flares that humans do.

Also, if we could get a variable in the electro-flare to adjust the light radius that would be great, or even some kind of item subsection that controls how much light it gives off. Further switches in this could allow for all kinds of neat devices, such as Night-vision goggles (some kind of undetectable light), glowing dropped items, etc.

2
Released Mods / Re: [STATSTRINGS] Warboy's Custom Statstrings
« on: June 11, 2014, 09:23:21 pm »
I think there should be an option for statstrings to be applied the second you get the soldier. Personally I like the "after a mission" thing but I don't generally do any type of power-playing where I filter out rookies.

3
This is planned.
Awesome, thanks man.

4
well, you CAN customize the load order in the config, i guess we could do some sort of ordering like with the craft soldier thing?
Not sure of my original post was clear enough, but basically I'm asking for an automatic macro to be put in to load multiple rulesets all at once with one file in the mod menu/options.

This next bit isn't me bragging, it's relevant I swear
I did a similar system in the modloader for Teleglitch that I made, where each mod has an initializer file which points to the actual mod files, allowing modders to lay the mod out however they want inside its own directory and let users simply enable one file instead of many, without making the modder cram everything into one file.

Now granted, those mods are written in Lua which is really made for that kind of thing, but judging by the way mods are loaded right now I'm guessing that YAML can take some formatted information and turn in into an array of filenames which can then be passed to whatever function processes modded files. In the long run I think this would save a lot of hassle.

5
Work In Progress / Re: A few more questions
« on: June 10, 2014, 02:49:42 am »
BlastRadius: 1 makes it hit 9 tiles, but yeah. I've pretty well done what I wanted to do, mod just needs balancing now. Hopefully I don't run into too many issues.

EDIT: Can you make aliens deploy with more than just their normal plasma weapons? Say I wanted to make a new class of guns for example. I'm guessing this involves mission editing or something.

6
Suggestions / Allow mods to pull in groups of .rul files for loading
« on: June 10, 2014, 12:34:10 am »
(Checked the first 2 pages for duplicates, didn't see any, sorry if this has been suggested before)
So this would probably help make mods a lot more... organized. An initializer file for mods with something like:
Code: [Select]
directory:
  - MyMod
files:
  - HumanPistol
  - HumanRifle
  - <etc>
Which then searches \Rulesets\MyMod for Humanpistol.rul and HumanRifle.rul (and any others) and loads them. This would let modders organize their code into many smaller files which would make development a bit less crazy and make mods more readable.

7
Work In Progress / Re: A few more questions
« on: June 09, 2014, 11:57:46 pm »
- What happens if you give a bullet the High Explosive damagetype but no explosions, would it just apply its damage through that type?
Yes. It means aliens which have resistance to explosive would get the same resistance to those "bullets".
That's perfect actually, it means I can have another damage type to use. Now let's say I give that bullet a blastradius of 1, can it then shoot through walls with ease? Assuming its power is, say, 30.

EDIT: Oh also, how do you use the producedItems setting in manufacture? Is it the same format as requiredItems?

8
Work In Progress / Re: A few more questions
« on: June 09, 2014, 11:49:17 pm »
Only left in the relevant thing

- What happens if you give a bullet the High Explosive damagetype but no explosions, would it just apply its damage through that type?
how do you "give explosion" - hitAnimation is zeo for all HE weapons?
Thanks for the responses, sucks about the multiple damagetypes, I was hoping to get some hybrid AP/Plasma rounds but oh well.

The damagetype setting has a value for "High Explosive" which is 3. I'm wondering what'll happen if I just assign that to a bullet without any of the other things which normally define an explosion.

9
Work In Progress / A few more questions
« on: June 09, 2014, 10:41:54 pm »
So I looked over the ruleset reference on UFOpaedia and I have a few questions:

- Can I make a weapon do multiple types of damage at once?
- Do the custom explosion sizes actually work? The wiki said something about them being limited/broken?
- I heard somewhere that the new git version allows you to link a bullet's sprite to its magazine/clip, how would I do that?
- Is there a damage falloff over range setting?
- What happens if 2 extrasprite/extrasound entries share a number?
- Is there a limit to the number of ammo types for a weapon?
- How do I remove an entry, like say STR_PISTOL_CLIP?

Also just a few misc things that aren't really ruleset questions:

- What happens if you give a bullet the High Explosive damagetype but no explosions, would it just apply its damage through that type?
- Can stun damage kill?
- What's the most common armor type, and the least common? I'm looking through the rulesets but I might get an answer here before I find it.

Thanks in advance.

10
snip
Well if I get around to it (Still have a STALKER mod to finish up) I'll see about using the sprites to make what I'm picturing and see if it works well. If it does I'll post it here for people to check out.

11
Work In Progress / Re: Limit weapons for certain alien races
« on: June 08, 2014, 04:22:58 am »
Hmm, well, at least I know it can be done. Maybe if I have a mountain of free time or something.

Thanks.

12
@Daroh
That's a bit disappointing, but I totally understand. I didn't like it much either honestly. I wasn't suggesting making then INTO thin men, just functioning more like an explicitly alien race that's designed to look human. Actually, my internal vision of them is more like the Observers from Fringe, human looking but very inhuman in reality.

Also, maybe somebody can help me out here, I'm trying to use the Waspites and Gazers and I keep getting a crash on startup "yaml-cpp: error at line ### (varies, is 591 for waspites), column 5: key not found: points" I'm assuming this is because I did something wrong since nobody else is reporting this crash.

EDIT:Apparently the latest git build fixes this, my mistake.

13
Have you considered making a sort of sub-mod that makes the MiB more like the thin men from the new EU? It seems like they'd make for a neat alien race as well for people who would want that sort of thing. It's also justify the whole "flying around in UFOs" thing.

Also I was reading the plans you originally had for the MiB and I'm not sure if someone has already mentioned this, but there is a mod that adds mixed-race UFOs which might be able to approximate the "MiB show up to help the aliens vanish" thing you wanted to do.

14
Work In Progress / Re: Limit weapons for certain alien races
« on: June 08, 2014, 01:15:01 am »
What you're trying to do is not called modding, it's called cheating.
What an unbelievably constructive response. I don't really care if someone considers it cheating, but I would like to know if it CAN be done.

15
Work In Progress / Limit weapons for certain alien races
« on: June 08, 2014, 12:58:09 am »
So I'm obviously a bit new to OpenXCom, but I enjoy modding any game I have that supports it. Anyhow, I'd like to know if it'd be possible to restrict certain guns from certain alien races, so that weaker and smaller aliens have to use the smaller guns. It always seemed odd to me that the decaying Ethereals and the tiny Sectoids could hold and fire Heavy Plasma guns just as well as the Mutons and Snakemen.

I've looked through the rulesets a bit but can't find anything too obvious, and how ItemLevels.rul (from a mod, can't remember who made it off the top of my head) works is beyond me, as it just seems to be a bunch of lists of numbers.

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