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Messages - pjlasl

Pages: [1] 2 3 4
1
Help / Re: Limiting the weapon a soldier can carry
« on: January 17, 2022, 03:50:49 pm »

2
Help / Limiting the weapon a soldier can carry
« on: January 17, 2022, 12:35:42 am »
Is there a way to only allow a unit/soldier to only carry a particular type of weapon?

For example, Say I wanted a new soldier type I'm creating to only be able to carry a pistol. If I tried to assign a rifle at the beginning of a battlescape or try to pick up a plasma weapon, I couldn't.

3
Help / Re: SpecialWeapons Question [Solved]
« on: January 16, 2022, 12:35:41 am »
With your explanation I figured out how to put it together!

Items:
   specialUseEmptyHand: true
   specialIconSprite: 2 # 0,1 used by SPICONS.DAT

extraSprites:
  - type: SPICONS.DAT
    width: 32
    height: 24
    files:
      2: Resources/Spicons1.gif
   

4
Help / SpecialWeapons Question [Solved]
« on: January 15, 2022, 05:54:47 pm »
I am trying to learn how to use the specialweapons property.
I have added a couple different ones and they show up in the ufopaedia, but I am not sure how to access them in the battlescape.

Can someone help?

5
Work In Progress / Re: [WIP] Alien Navy Revisited
« on: January 06, 2022, 11:48:45 pm »
Tested out v0.8.1 on both the latest openxcom extended and latest openxcom, game crashes when you view the venomtoad image in the ufopaedia-see attached.

I have released a fix 0.8.1a to address the issue you found.

I cannot guarantee the game will work properly with OXC since I am focused on making it work with OXCE and the ruleset contains OXCE specific properties.

6
Work In Progress / Re: [WIP] Alien Navy Revisited
« on: January 05, 2022, 11:27:35 pm »
I really like this mod because it has given me an opportunity to work with all the different aspects of the game (units, weapons, missions) and learn all that.

I have not altered the gameplay of the mod. I spent a lot of time going thru the original thread reading the conversation and adding/updating images.

I have worked on the sprites, especially Aerial, to make it look more like the unit on the ufopaedia. I also corrected death animations and gave the probe animation

I would love seeing any material you may not have published.


7
Work In Progress / Re: [WIP] Alien Navy Revisited
« on: January 04, 2022, 09:54:06 pm »
I have worked on the Aerial sprite to make it look more like the UFOPAEDIA images.

8
Tools / Re: UnitSprite Studio
« on: January 04, 2022, 04:33:08 pm »
Suggestion:

It would be nice to do a CTRL+click when you are using the single pixel selection tool. It would prevent me from having to click pixel > press arrow multiple times, if I could just CTRL+click the pixels I want around the grid.

Haven't gotten into all of the features of the tool, but what I have used so far I really like!

9
Help / Re: metadata.yml documentation
« on: January 04, 2022, 01:23:06 am »
Thank you!

10
Help / metadata.yml documentation [SOLVED]
« on: January 03, 2022, 07:07:33 pm »
I have tried to search for documentation that explains the different properties and their definitions in a metadata file but I haven't had any luck.

Can someone point me to some documentation?

11
OXCE Support Y-scripts / Re: constantAnimation question
« on: January 03, 2022, 04:37:34 pm »
Sorry for the late reply. I will take a look at your scripts today. I appreciate all the help!

12
Work In Progress / Re: [WIP] Alien Navy Revisited
« on: January 03, 2022, 06:53:50 am »
Here are screenshots showing the weaponry and aliens in OXCE 7.3.

13
Work In Progress / [WIP] Alien Navy Revisited
« on: January 02, 2022, 07:26:55 pm »
I found the Alien Navy mod and it appears to have been discontinued by the original authors (Duke Flacon & Noel Buddy). I really like what it included so I decided to bring it back and update it to work with the latest OXCE version.

Mod is still WIP, but available for download: https://openxcom.mod.io/alien-navy

Currently working on:
- Probe Improvements
  - Movement and Death sounds
  - Death explosion
- Crabman Improvements
   - Melee Sound



14
Resources / Re: Altoid aliens - All sprites are free to use!
« on: January 02, 2022, 06:37:28 am »
Hi,

I came across this mod (Alien Navy) and noticed it was not up-to-date with OXCE. I have spent the last few days going thru the thread, pulling updating images and working with the .rul to make it compatible with OXCE 7.x.

It appears the mod is no longer being updated. Is there any issues with me continuing to fix this mod and releasing it? Credit will be given to the original authors, of course.


15
OXCE Support Y-scripts / Re: constantAnimation question
« on: December 31, 2021, 10:28:07 pm »
Thank you for all the help with this. one last question...

I am using the latest vscode ruleset extension and it says that I shouldn't be using scripts:. How should I structure this code?

armors:
  - type: STR_BETHARIAN_ARMOR0
    spriteSheet: BETHARIAN.PCK
    spriteInv: BETHARIAN_INVENTORY.SPK
    scripts: # <- this node
      selectUnitSprite: |
        var int temp;
        var int walking;
        unit.isWalking walking;

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