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Messages - Tesseract

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Work In Progress / Re: [CODE SUBMISSION] Grenade chaining
« on: June 25, 2015, 03:30:00 pm »
I'm sure modders may find some uses for that blow-up-everything feature, it will sure lead to lots of swearing. :)

For the original proposal, I've been thinking - as I'm relatively inexperienced player, my preferences doesn't have to reflect what is considered useful for you folks. In other words, I think it would be interesting to hear who (if someone?) would actually use this feature, so we could wrap this up.

And no problem Meridian, I'm teased about your encounter with friendly huggers myself! :D

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Work In Progress / Re: [CODE SUBMISSION] Grenade chaining
« on: June 23, 2015, 04:13:24 pm »
I hadn't checked Extended until now, fine solution there. Yet still, my hunger for remote proxy detonation and chained explosions consistent with Elerium sources blowing up wouldn't be satisfied by that. :P

Also apologies again, not only I misplaced this thread but only now I spotted the "How to contribute code" thread!  :-[ I guess I was too enthusiastic, but I posted diffs, so it's hopefully not a big deal.

Hmm, but if Yankes is right and this change should be considered mod - not a tweak like instant grenades - I'm worried if WarBoy/SupSuper will be interested in this regardless if it's good or not.
Yankes, would you consider adding it to Extended if that would be the case? I can still see some uses for this.

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Work In Progress / [CODE SUBMISSION] Grenade chaining
« on: June 23, 2015, 03:15:27 pm »
Hi folks,
discovering OXC recently, I'm having a blast playing skirmishes all day long! So I wanted to thank our fine coding crew and mod developers for outstanding job plus special cheers to Meridian and Ivan Dogovich for their entertaining LPs.  :)

Anyway, to the point. I was unhappy with the way how explosions destroy things around, in particular situations where Mr. Chrysalid rushes my early tech squad and I can't throw at him more than one grenade in one turn. I know there are solutions - use instant gredanes or the TFTD way, making them undestroyable - but both have drawbacks and TFTD way needs mod tweaking.
My proposed way to deal with this is having primed explosives explode in situations where they would vanish otherwise. As the source is well structured, I took a crack at coding it myself. As far as I can tell, it seems to work fine, but I'd still recommend review from someone more familiar with the source (main change is about 4 lines of code long, new related advanced option added). In particular, position of explosion currently doesn't use any offsets, I'm not sure if at least proxy grenades shouldn't explode little higher.

Hope you guys find it useful, I'm off to create some large scale proxy + heavy explosive minefield. :D
PS. sorry if placed in wrong subforum!

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