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Messages - ohartenstein23

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1
Help / Re: baseDefenseMapFromLocation example.
« on: May 28, 2024, 02:18:49 pm »
It shouldn't need much consoderation besides turning it on. The intenet is that if you use a more complicated maoscript than vanilla (e.g. have a surface level or above ground base), this feature makes it so the RNG seed is consistent every time the script runs, and the base should look the same every time you defend it. Mostly a minor cosmetic feature.

2
Help / Re: Changing messages like monthly reports
« on: April 30, 2024, 11:05:15 pm »
If extraStrings or the language file work for you on other mods but not the one you want, the issue is likely related to load order.

OXCE can load mods from .zip files and will preferentially load a .zip over an extracted mod folder placed in the same directory. If you're editing a mod directly that is distributed as a .zip file, you need to remove the .zip from your mods folder so your extractef, edited version can load. (Note editing a mod directly like this is not recommended since you'll need to re-apply the edits every time the mod updates)

If you're making a mod of a mod (the recommended method), you should make sure your mod is loaded after the other - use the up/down arrows in the in-game mods menu to put yoyrs lower on the list.

4
More Forks / Re: [Documentation] [Feedback] Map Editor
« on: January 07, 2024, 10:40:31 pm »
Hope the project will continue to develop. I've got a feature request - filter in MCDs list when selecting what to place by tile type (floor, n wall, w wall, object or no filter) based on what we select for placement (top right corner). I know there are some rare cases when you need to place an object in the slot of the wall, so this filtering should be enabled with option.
Is it hard to do? For now, I don't see much trouble.
That would greatly help with working with huge (close to the limit) terrains.

Shouldn't be hard, just time-consuming to ensure the filtering resets when necessary and that it doesn't have other side effects elsewhere.

I updated the code base to match recent OXCE to do some testing for Meridian, so if you want to compile a new version with recent OXCE changes, source is here: https://github.com/ohartenstein23/OpenXcom/tree/battlescape-editor
I'll provide compiled binaries if and when I get around to new features.

5
More Forks / Re: [Documentation] [Feedback] Map Editor
« on: March 29, 2023, 12:34:18 am »
The File Browser and saving to locations other than the savegames are planned features. Saving to that specific folder is a placeholder for now.

6
OXCE Suggestions DONE / Re: [Documentation] Soldier Transformations
« on: February 25, 2023, 09:03:51 pm »
Hi,

I'm really interested by this amazing feature  :o  (once more  ::)), but I fail to download zip file attached in first post

May it be this zip archive is corrupted?

EDIT: not sure if zip contains interesting resources or if it has only to do with programming, anyway I succeeded to mod it, very good feature

The ZIP archive was a copy of the executable for testing purposes, not necessary anymore since this is part of OXCE's codebase. Glad you enjoy the feature!

7
More Forks / Re: [Documentation] [Feedback] Map Editor
« on: December 30, 2022, 09:46:01 pm »
Thanks, that helped! =) apparently, it looked like @ohartenstein23 does not use VS code, so .sln file misses important definitions.

I use VS Code, but have CMake configured to include all the files.

Small update in the original post: brought up to more recent OXCE version, added some TFTD support.

8
OXCE Support Y-scripts / Re: [Suggestion] Add Healing Factor for Units
« on: December 05, 2022, 02:22:26 pm »
Already done by scripts. Ogryn in 40k have exactly that - 1/3rd the wound recovery time for the same amount of damage taken compared to other soldier types.

9
Help / Re: Adding items to the UFO breaks Elerium recovery?
« on: November 22, 2022, 10:23:25 pm »
Not a bug, I looked at this a while ago.

If the mapblock has items defined, the code that causes the alien fuel item to be placed on power sources doesn't run so that it doesn't duplicate them in the TFTD ships where the fuel is placed elsewhere.

10
OXCE Suggestions DONE / Re: [Suggestion] Hit side on weapon
« on: August 02, 2022, 06:00:16 pm »
If you're going to have multiple weapons with this feature, I may have some time to write a global version.

11
OXCE Suggestions DONE / Re: [Suggestion] Compact save file formatting
« on: July 31, 2022, 09:23:04 pm »
Haven't done it in a while, but I kept a RelWithDebInfo build for running in debug mode so I didn't have to compile or if I did it was not a full rebuild it'd be closer to Delian's times. I was running it through gdb though instead of VSCode, so it was probably more difficult to track parameters on at runtime.

12
OXCE Suggestions DONE / Re: [Suggestion] Hit side on weapon
« on: July 31, 2022, 09:10:00 pm »
I don't get this, though: other scripts I am using under hitUnit have their offset and start with something like "code: |". This one doesn't?

I attached this to the specific item definition ("items:") instead of making it a global script ("extended: scripts:") accessed by putting a tag on the item.

13
OXCE Suggestions DONE / Re: [Suggestion] Hit side on weapon
« on: July 30, 2022, 05:21:33 pm »
Code: [Select]
items:
  - type: STR_ITEM_HITS_SPECIFIC_SIDE
    scripts:
      hitUnit:
        # set part BODYPART_TORSO; # optional but you may want to set what part it hits too, HEAD, TORSO, LEFTARM, RIGHTARM, LEFTLEG, RIGHTLEG
        set side SIDE_UNDER; # can be FRONT, LEFT, RIGHT, BACK, UNDER
        return power part side;

14
There are plenty of options available through scripting and item recovery that a modder could add a penalty for the player stunning civilians but not for the aliens, or find some other way of making it undesirable to do so.

Thus the issue is not that the tools don't exist, it's that modders don't consider this enough of an exploit to address, ot it's not worth the effort.

15
Released Mods / Re: X-Chronicles Release, v.0.99.5
« on: May 03, 2022, 02:13:15 pm »
The point about chainmail is not accurate. If there's an insulating layer below the armor, e.g. padding, then the electricity will travel preferentially through the metal of the armor, not the body. For example, safety gear for doing performances with Tesla coils includes what amounts to a full-body suit of chainmail.

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