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Messages - zRrr

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1
I'd like to report a bug I can't solve myself and I hope for some assistance.

When starting the Citizens vs. Monsters mission (STR_MONSTER_VS_MOB_JUNGLE), my briefing screen is broken - see attached. Everything else works just fine.

You have XComFilesMusic active, and it overrides bunch of mission briefings to replace music, like so:

Code: [Select]
  - type: STR_MONSTER_VS_MOB_JUNGLE
    briefing:
      music: DW_SHOCK
    music:
      - AS_2_AMBIENT_03

This probably replaces entire briefing data, not just music field, so oxce fills in what it can from deployment name and leaves everything else.

Look at dagon manors for same issue.




2
I was trying out OXCE 7.14 and looking inside \user\options.cfg
and I could not find "extendedExperienceAwardSystem:" listed anywhere.  Is this variable listed somewhere else that can be changed?

 I would like to train exp by mind controlling the aliens as this was a core playstyle I've always enjoyed.  The new experience window in the latest build is beautiful with ctrl + shift + E.  Thank you for adding the window!

Attached extendedExperienceAwardSystem: false in mod form as disable-extended-experience-award-system.zip.
If you just want to use mind controlled aliens as punching bags and keep rest of extended experience award system, hitting-mced-aliens-gives-xp.zip should do that.

3
In Battlescape/InventoryState.cpp _btnArmor uses same element id as _btnOk, so when I move Ok button with ruleset like

Code: [Select]
interfaces:
  - type: inventory
    elements:
      - id: buttonOK
        pos: [213, 1]

armor selection also moves.


4
The X-Com Files / Re: [submod] X-Com Files: Random Enemy Stats (1.0.0)
« on: August 27, 2024, 06:33:23 pm »
You may want to add call to unit.setHealth unitStat;. BattleUnit.Stats.* sets maximum stat value, current health value needs to be set separately to avoid stat penalties for missing health. Also setTimeUnits, setEnergy and setMana.

Code: [Select]
          #health:
          unit.Stats.getHealth unitStat;
          if gt unitStat 0;
            set minValue unitStat;
            set maxValue unitStat;
            muldiv minValue minPercent 100;
            muldiv maxValue maxPercent 100;
            battle_game.randomRange unitStat minValue maxValue;
            unit.Stats.setHealth unitStat;
            unit.setHealth unitStat; ### <--- here
            #debug_log "Unit" unitID "Health (" minValue "-" maxValue "):" unitStat;
          end;

5
Thanks

Resulting mod:
  • alt - to highlight all units
  • ctrl - highlights player-controlled units with grenades/proxies in hands (can't access all inventory), changes floor sprite for active grenades and proxies last carried by xcom or mc'd aliens to flag (but game draws heaviest item on tile, so map is stil better)
  • shift - highlights units without xp (similar to ctrl+e)

6
Can be useful, but will also need access to NV color from options, or some function that converts color to NV mode.

Currently recolors override NV completely, which is good for my use case, I like things to stand out.


7
Add ability check if ctrl, alt or shift are pressed to recolorUnitSprite, recolorItemSprite, selectUnitSprite and selectItemSprite scripts.

This can be useful to highlight units, items on the ground, units with primed timed explosives, units without xp, remaining shield capacity, active proxies and other stuff.

8
Ran my tests, everything worked as expected.

9
Thanks for looking into this

10
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: July 04, 2024, 07:58:43 pm »
Objects block some light, so tiles behind lamppost become more shady with only head being light source. Idk if objects can be made more translucent.

11
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: July 04, 2024, 02:59:28 pm »
According to source, 1 is special value and is changed to 15 (because og lampposts, see github), rest is reduced by 1, so you need to set light intensity to 16 or more, to have similar effect. I think you can have lamppost neck intensity at 6 or 7 without it affecting visibility in any way.


Also current head intensity of 15 is enought to make unit visible well on the other side of the road, tho it is hard to tell with full shade.



12
This is most likely a game issue.

Normaly, when a unit loses enough hp/gains stun to drop, game starts falling animation, at the end of which unit is marked as dead/unconcious, corpse is created and items drop from inventory. When battle ends, animation does not get to play, but this is known behaviour, and debriefing screen handles unmarked but dead units in a same way, so it is all good.

However XCF uses enviro effects. Even if they are not defined for hostiles and neutrals, they still cause another checkForCasualties run with parameters, that cause units to be marked as dead instantly as a side effect. So debriefing does not get to do it's thing.

Setting ecEnabledHostile and ecEnabledNeutral to false in save will give third corpse and heavy disruptor as a loot.
Setting globalChance: 0 for hostile and neutral environmentalConditions for all enviro effects in mod is possible, if quick fix is required.


Also, thank you Meridian and Yankes for maintaining the game. This is seriously complicated.


13
My guess is high casualities. Who cares, what stats or name Rookie McRookieface has, it is first and last time they go on mission anyway :)

So, here is some lazy modding: buy tickets, put on craft, equip on soldier to see what's their spawn order. Spawn order means that tanks go first and take a number, and if you use custom deployment layout, this will probably not work for you. Tickets also double as electroflares.

Edit 25/05/2024:

Why settle for number, when you can have a map?

14
In the meantime can we get access to Armor::getPsiDefence and Armor::getMeleeDodge from scripts, to show those values with flashMessage like on attached screenshot?

It won't resolve the OP's request, but it would still be an improvement because I don't think those stats are visible anywhere else in the game right now.

15
OXCE Support / Re: Original 8 commendation combined with another
« on: May 13, 2024, 07:06:12 pm »
Theoreticaly, you can have levels and soldier bonuses on such commendations with something like

Code: [Select]
commendations:
  - type: STR_MEDAL_ORIGINAL8_NAME  #original team
    description: STR_MEDAL_ORIGINAL8_UFOPEDIA
    soldierBonusTypes: [STR_MEDAL_ORIGINAL8_NAME, STR_MEDAL_OG8_SUPER_MEGA_MAN]
    sprite: 4
    missionMarkerFilter: ["THAT_ONE_MISSION_MARKER_NAME"]
    criteria:
#                        v-- first level not achievable by normal means, but already awarded to manufacture/event created or starter soldier
      totalMissions: [100500, 1, 1, 1, 1, 1, 1, 1, 1, 1]
#                                     ^-- instant level 10 commendation

but OXC prevents this for Original 8, probably unintentionally.

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