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OXCE Suggestions DONE / Re: [DONE][Suggestion] Keyboard Shortcut to Add Indicator over a Soldier
« on: September 07, 2024, 12:19:15 pm »Wrong.Sure bud. Ignored.
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Wrong.Sure bud. Ignored.
When I was playtesting it, the yellow motion scanner arrows (and the yellow current/selected unit arrow) were mixing with the yellow custom unit arrows.
I could not distinguish which is which.
interfaces:
- type: battlescape
elements:
- id: thinkingProgressBar
color: 252
color2: 0
border: 0
Default is 0 (zero pilots).Which means that the vanilla games don't use pilots even if the engine has them implemented, only mods that use that functionality.
So the game doesn’t need .TAB files, they are needed only for MapView2, then if you want, you can delete them altogether from the mod folder?No, the first attached image shows what you will get if the game tries to build a map with blocks that have missing TAB files. I provoked this by renaming the tab file for the avenger to avenger2, so they ARE required. Mapview can build a new TAB file from the contents of a PCK. How this is possible is explained in https://www.ufopaedia.org/index.php?title=Image_Formats#PCK however, if the contents of the PCK is "bad" the new TAB won't help.
Would you perhaps have some idea on how to simplify the cave script? Right now it runs on 4 scripts (CAVE_A to CAVE_D), each of them rather big. I think there should be a way to make it saner, but the fact that all blocks are 20x20 makes it hard.
- type: CAVE_ABCD
commands:
- type: addBlock
size: 2
groups: 6
rects:
- [0, 0, 2, 2]
- [4, 0, 2, 2]
- [0, 4, 2, 2]
- [4, 4, 2, 2]
- type: fillArea
size: 2
rects:
- [0, 0, 2, 2]
- [2, 0, 2, 2]
- [4, 0, 2, 2]
- [0, 2, 2, 2]
- [0, 4, 2, 2]
- [2, 2, 2, 2]
- [2, 4, 2, 2]
- [4, 2, 2, 2]
- [4, 4, 2, 2]
...
This forces the building to spawn in the upper corner to leave enough space for any craft (none is bigger than 20x20).
I normally avoid using fixed positions, but in this case we can make an exception, as it's a rare and specific mission.
rects:
- [0,0,6,4] # Leaves a 60x20 gap south of the map
- [0,0,4,6] # Leaves a 20x60 gap east of the map
- [0,2,6,4] # Leaves a 60x20 gap north of the map
- [2,0,4,6] # Leaves a 20x60 gap west of the map
With these the block will avoid the central area and will always leave a 20x20 gap somewhere to fit any of the mod's crafts. The map generation doesn't allow for blocks to partially spawn in different rects, even if the combined rects fit the whole block, it must fully spawn within one of those rects.
Thank you very much. Here is the save game.