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Messages - spectrefps

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1
OXCE Support / Re: Question about ToTime DamageAlter setting in OXCE
« on: July 05, 2021, 10:04:22 am »
Ahhh ok. The "flashbang" example you said makes it a LOT easier for me to picture in my head! So even though the enemy won't be 'stunned' for their turn, I *could* use ToTime damage attacks to 'de-claw' an enemy before I attack them with other troopers (no return fire).

I will look around on these forums for an example of the "TU-drain" or "TU-regen-loss" effect I was originally thinking of, as I am pretty noob at anything about script in x-com (so far, I've only gotten familiar with adding new guns or changing some of their stats) so I'd probably break a ton of stuff if I tried to write my own script before I look at a properly-built one XD.

2
I was wondering about the "ToTime" damage setting for DamageAlter in OXCE. Since it "hurts" (drains?) TU, does the TU loss persist into the enemy's turn or only during X-Com's phase?

For example: Soldier "Rookie Bob" shoots alien with a "Statis Gun" (with a high ToTime damage value) and manages to get a big hit, draining a LOT of TUs from the alien. Since Bob is the last soldier to act on X-Com's turn, the player ends the turn. On the beginning of the alien's turn, will the 'stasis-ed' alien still be low on TUs (since it was hit with that 'ToTime' attack), or does it get 100% TUs at the start of it's turn? I thought ToTime damage would be useful to 'stasis' or time-freeze a unit for one turn, but I'm not sure if it *only* lasts during X-Com's turn or if that alien would still be 'time-drained' during it's turn too.

(please let me know if that sounds confusing, it seems awkward to put that all in words)

3
Heya! Got 2 more questions:

1: If I understand the first post correctly, incendiary damage *does* give XP now? I remember learning a while back (from the UFOpedia site! :D) that fire damage was "weird" in original x-com, both in how it did damage, and how it handled XP. Apparently, it only gave xp for *reaction* shots that hit, but not "normal" hits... So you've managed to change it to work like "normal" weapon hits too then (giving xp for normal shots that hit, not just reaction fire)? If so, THAT IS AWESOME! That xp-weirdness in the original seemed like another (small) disadvantage to using that ammo/damage, so I feel that fixing that bug/issue helps bring it more in line with other damage/ammo types (plus no more missing out on xp for issuing fire-ammo to troopers! Alien roasting time! >:D).

2: For incendiary-damage, does the*power* value actually affect the "direct-hit power" of the shot/ammo now (with the latest OXCE) or is it still like original x-com (where "power" only changed the *radius* for incendiary, according to the Ufopedia site)? It seemed kind of odd when a big cannon shot did so little "hitting damage" with incendiary (5-10 for a direct-hit, if I understood it correctly?). I'd imagine even getting hit by just a big rock of that size/speed would do more damage (and flatten that cursed sectoid! :P).

4
Tools / Re: HandOb maker
« on: May 22, 2021, 10:36:32 pm »
Awesome tool! I recently made some custom/enhanced versions of the stock human-tech guns, but hit a block when trying to make decent-looking HandObs/FloorObs sprites for them. I am TERRIBLE at making/editing sprites (really, my attempts look complete rubbish T_T). This tool, through arcane magic, makes beautiful rotated and floor sprites!! :D

I have a few questions so far:

1. If you click on the image in the top left, it seems to change the 'center' of the sprite. In your experience, is it worth it to change this 'center' position so that the hands are 'holding' the pistol-grip (on a rifle) or does it look better if it is centered (not worrying about where the grip is)? In the example screen shots it looks like you have the 'center point' in the center of the sprite, even though the 'grips' of the weapons are further back.

2. With the "Mask Hand" setting, I noticed that on some of the sprite rotations, the green "masking line" (when "Mask hand" is enabled) goes completely across the whole length of the sprite (on the 2 horizontal-facing sprites) instead of ending at the "grip point". Is this intended? Also, what would happen if we left the Mask Hand setting disabled (like in your example pics)? Would the soldier sprite still cover them up properly, or would the weapon sprite "show through" the soldier's arms/hands when holding it?

3. Is it okay to leave the background color "white" or transparent when exported or should we make it a 'flat image' and use that 'index 0 green' color using something like GIMP (what I currently use to edit sprites)?

Sorry for the load of questions! I am loving this tool so far and it makes the hardest part of making sprites (especially for an un-talented sprite artist like me) much less daunting! ^O^

5
OH wow thanks both of you!! (I'm excited to get not just 1 but TWO devs to reply to me! :D) Ok so shotguns sound pretty forgiving to train rookies (or just absolute pants shooters) even if most of the scatter misses their mark, as long as any pellet manages to successfully hit the enemy (which I figure is the main saving grace of shotguns vs rifles/cannons?).

Good to know, and this info gives me a good reason to not just slap rifles or cannons on everyone! XD Typically I'd always just use 'normal' single-hit guns on everyone whenever possible (my idea being "Kill FAST = safer mission"), and thus while playing throu X-COM Files I was wary of the shotgun weapons until recently (especially since armor would affect EACH pellet, if I understood ufopedia's damage/armor page correctly :O). But their wide spread and many "hits" per attack should prove handy for my troops that aren't "ready" for bigger guns yet (for fear of decimating their comrades with friendly fire XD). I think shotguns may start to grow on me! :D

Also I like the idea of an inexperienced trooper still being able to contribute by catching a sectoid with a lucky scattershot, when they'd miss or be useless otherwise with a normal rifle. Even if they can't really hurt anything with armor, they can still rough up the little greys for the rest of the team to finish.

6
Heya! Does that "only first pellet counts" rule still apply to shotguns/shotgun-like weapons for the purposes of skill training (counting as a HIT)? I re-read the Notes part of the main post (not sure if that part was also updated in March), and the description in the Notes section sounds like "if any pellets in the attack hit, treat the whole attack as a HIT and award a training point for the whole attack" (and if I understand that correctly, a MISS would only occur if ALL pellets managed to miss an enemy?). If so, that is pretty awesome and makes shotguns pretty good for training terrible shots (without allowing them to exploit the multiple-XP per shot bug! Unless they are shooting grenade shots too now >:D).

I saw the comment from back in 2018 asking about the 'only 1st pellet counting' rule (and your explanation why), but that was from years back, so I'm not sure if that system/rules were updated again since then. But based on the notes, it sounds like you were able to have the game treat the whole "group" of pellets as a single 'normal' attack for determining Hit/Miss and giving training XP?

7
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: October 07, 2019, 02:34:46 am »
Yeah, I get this report at least once per page.

Quote
As I've said A MILLION TIMES ALREADY:
- Try starting the mission again (with savescumming on)
or
- Get the "nightly" version from GitHub
or
- wait for 1.0

Ah ok lol, just recently installed the mod, so I must've missed the posts, as this is the first I've heard of it XD. I always had the savescumming setting on (yeah, filthy casual, I know...  lol). Tried reloading and entering the mission again before making my original post, but it still got the crash. Is a 'Cyberweb Heist' on a fixed map or does it choose from a pool of maps (with the chance to 'roll' a different map) like other missions? If the latter, I guess that means we can simply 'reroll' maps until it gets one that does not produce the error? Or am I misunderstanding the method in which it determines the map?

Also, if I go the GitHub nightly path, does that require starting a new campaign or would I still be able to continue my current one?

*** UPDATE:
After the 6th or 7th time reloading the save and trying to start the mission, it finally worked! :D (was worried it had gotten 'locked' to some specific map after the first few attempts, even with savescumming/seed refreshing option on >_<).
As my first "Cyberweb Heist" mission, it was pretty damn cool, definitely not what I was expecting (don't want to spoil it for anyone)! Boy howdy all that 'accidentally dropped' tech and guns XD!

8
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: October 06, 2019, 09:55:24 am »
Crash upon clicking "begin mission" on a Cyberweb heist mission on the geoscape.

Looks like it tried to place a Military Computer in a bad spot (outside of map boundaries?).

Error message in log is:

[06-10-2019_02-43-00]   [ERROR]   FileMap::mapExtResources(xcom2, TFTD): external resources not found.
[06-10-2019_02-43-06]   [FATAL]   A fatal error has occurred: Random item STR_MILITARY_COMPUTER is outside of map block STORMMOUNTAIN04, position: [12,6,0], block size: [10,10,4]
[06-10-2019_02-43-06]   [FATAL]   0x585c30 OpenXcom::CrossPlatform::stackTrace(void*)
[06-10-2019_02-43-06]   [FATAL]   0x586fb0 OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
[06-10-2019_02-43-06]   [FATAL]   0x41c780 exceptionLogger()
[06-10-2019_02-43-06]   [FATAL]   0xaff950 MPEGaction::MPEGaction()
[06-10-2019_02-43-06]   [FATAL]   0xcb9060 void std::iter_swap<__gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocator<OpenXcom::ScriptProcData> > >, __gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocator<OpenXcom::ScriptProcData> > > >(__gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocator<OpenXcom::ScriptProcData> > >, __gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocator<OpenXcom::ScriptProcData> > >)
[06-10-2019_02-43-06]   [FATAL]   0xcbdf60 OpenXcom::ScriptGlobal::addTagType<OpenXcom::ScriptTag<OpenXcom::RuleItem, unsigned char> >()::{lambda(unsigned long long)#1}::_FUN(unsigned long long)
[06-10-2019_02-43-06]   [FATAL]   0x4e53d0 OpenXcom::BattlescapeGenerator::loadMAP(OpenXcom::MapBlock*, int, int, int, OpenXcom::RuleTerrain*, int, bool, bool)
[06-10-2019_02-43-06]   [FATAL]   0x4e8830 OpenXcom::BattlescapeGenerator::addBlock(int, int, OpenXcom::MapBlock*, OpenXcom::RuleTerrain*)
[06-10-2019_02-43-06]   [FATAL]   0x4eeca0 OpenXcom::BattlescapeGenerator::generateMap(std::vector<OpenXcom::MapScript*, std::allocator<OpenXcom::MapScript*> > const*)
[06-10-2019_02-43-06]   [FATAL]   0x4f2d10 OpenXcom::BattlescapeGenerator::run()
[06-10-2019_02-43-06]   [FATAL]   0x6759d0 OpenXcom::ConfirmLandingState::btnYesClick(OpenXcom::Action*)
[06-10-2019_02-43-06]   [FATAL]   0x5a18a0 OpenXcom::InteractiveSurface::handle(OpenXcom::Action*, OpenXcom::State*)
[06-10-2019_02-43-06]   [FATAL]   0x657c90 OpenXcom::State::handle(OpenXcom::Action*)
[06-10-2019_02-43-06]   [FATAL]   0x59ee70 OpenXcom::Game::run()
[06-10-2019_02-43-06]   [FATAL]   0x41c8c0 SDL_main
[06-10-2019_02-43-06]   [FATAL]   0x91adc0 console_main
[06-10-2019_02-43-06]   [FATAL]   0x91aee0 WinMain
[06-10-2019_02-43-06]   [FATAL]   ??
[06-10-2019_02-43-06]   [FATAL]   ??
[06-10-2019_02-43-06]   [FATAL]   0x7ff8f8697960 BaseThreadInitThunk
[06-10-2019_02-43-06]   [FATAL]   0x7ff8f8e5a250 RtlUserThreadStart
[06-10-2019_02-49-09]   [FATAL]   OpenXcom has crashed: Random item STR_MILITARY_COMPUTER is outside of map block STORMMOUNTAIN04, position: [12,6,0], block size: [10,10,4]


*** Attached is the save made just before reaching the mission location(s) (was enroute to both a Cyberweb heist and a Mongorn gathering).

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