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Messages - Kilkakon

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1
Help / Re: So what does checkblock and removeblock actually do?
« on: July 14, 2019, 10:16:50 am »
Thanks Meridian, good to have this on record.

Some of the more advanced ideas I've had are hard to do with placing things without having 20 or so conditions.

2
Help / So what does checkblock and removeblock actually do?
« on: July 13, 2019, 08:38:58 am »
There isn't any documentation on either of these two commands on the wiki and neither of the two big mods I have on hand (XPiratez or X-COM Files) use it either...

Any ideas?

3
Help / Re: Addline + max uses?
« on: July 03, 2018, 06:46:34 pm »
Thanks for the confirmation guys. I think you're right in that it could make a good feature :)

I've gone with Hobbes' suggestion of making a lot of regular variations to reduce the odds of having the unique one pop up more than once. The results seem pretty good so far :)

4
Help / Addline + max uses?
« on: July 02, 2018, 09:41:11 am »
Simple question for you guys, and I'm pretty sure the answer's "no", but thought worth asking regardless:

I am using addline in my mapscript to create some road segments. However, for each of my road groups, I want to have one of the modules only appear once, not any number of times as can happen currently. E.g. RXRRRR where R is the regular road tile and X is a car pileup. Multiple car pileups in a row would look a bit silly.

Is there a way to do this elegantly? Or do I have to make a large number of conditional addblock commands?

5
Help / Re: How to encourage alien iconoclasm?
« on: June 25, 2018, 03:37:51 am »
Oh, hard coded behaviour? That sucks, but good to know, thanks.

6
Help / How to encourage alien iconoclasm?
« on: June 24, 2018, 11:02:29 am »
Hi there folks,

I'm trying to get the aliens to shoot at terrain features that I've put in one of the regular terrains. I've marked the relevant objects with "XCom_Base" flag in MCDEdit and set some of the waypoints around the items to be "Attack Base" 5 in MapView.

I've tried a few times in Quick Battle to watch the aliens in debug mode (with me staying in the sub) and they seem completely disinterested in destroying the terrain features I mentioned.

Is there something I'm missing?

7
Doing something like this though
Code: [Select]
  - type: UNDERSEA_BASE_SITES
    missionZones:
      -
        - [312.92, 312.92, 75.34, 75.34, -5, STR_ANTARCTICA]
        - [18.51, 18.51, -70.6, -70.6, -5, STR_AURORA_STATION]
        - [1.4805, 1.4805, -47.895167, -47.895167, -5, STR_SEALAND]
Doesn't make them show on the map :(

PS Thanks for the work on the bugs I reported last year Warboy, I never got a chance to thank you

8
Basically what I'm wanting to do is have a region that's solely comprised of cities, is that doable? The underwater sites should be marked with a city icon/name

9
By UFOs, yes.

This is for my mod where I have above and below water terror sites--and currently the "surface attacks" can target underwater places and vice versa, which is a bit silly. I can always rename the missions but I'd like to be able to control the frequency of above/below ground missions precisely

10
Help / A question regarding cities and terror sites (regions.rul)
« on: May 26, 2018, 11:34:09 am »
Hi there everyone :)

I'm working with regions.rul at the moment. Is it possible to create a new region that only exists to hold cities that can be targeted for a specific mission?

My problem is this, using North Atlantic ocean as an example:
Code: [Select]
        - [336, 336, -37, -37, -2, STR_AZORES]
        - [337, 337, -61.25, -61.25, -1, STR_REYKJAVIK]
        - [295.125, 295.125, -34.5, -34.5, -2, STR_BERMUDA]
        - [286.875, 286.875, -38.25, -38.25, -1, STR_NEW_YORK]
        - [290.25, 290.25, -41.25, -41.25, -1, STR_BOSTON]
        - [271.25, 271.25, -50.875, -50.875, -1, STR_FORT_SEVERN]
        - [318.06, 318.06, -27.96, -27.96, -5, STR_ALTANTICA]

While the missions themselves work fine, they don't play nicely with alien missions. I've had missions intended for site 5 heading to site 1 and vice versa. My idea was to try and use a separate region, but to no success. If this isn't doable let me know :)

Thanks for your time and attention

11
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.11)
« on: May 26, 2018, 11:26:59 am »
Hi Nord :)

Good to see another person working on TFTD :)

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