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Messages - MontyDrake

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1
OXCE Support / Re: Can't use events to spawn new soldiers. [SOLVED]
« on: November 05, 2021, 09:11:20 pm »
Oh! I didn't know it took 24 hours. I thought they just automatically spawned. My bad, really really sorry.


2
OXCE Support / [Solved] Can't use events to spawn new soldiers.
« on: November 05, 2021, 07:45:54 pm »
I've been working on a mod that changes the way the player manages recruits, and I'm in need to get new soldiers regularly.

My intention was using eventScripts in OXCE. The event pop's up, but somehow I'm not getting any new soldiers.

Code: [Select]
eventScripts:
  - type: STR_SCRIPTEVENT_RECRUIT
    eventWeights:
      0:
        STR_EVENT_RECRUIT: 100
    firstMonth: 0
    lastMonth: -1
    executionOdds: 100
    minDifficulty: 0
    maxDifficulty: 4
   
events:
  - name: STR_EVENT_RECRUIT
    description: STR_EVENT_RECRUIT_DESC
    background: BACK13.SCR
    spawnedPersons: 3                     
    spawnedPersonType: STR_SOLDIER

I'm using OXCE 7.1.4
Is there anything I'm missing?

3
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.12.0
« on: November 23, 2020, 08:33:19 pm »
I was really missing news on this mod, and this is effing amazing, robin.

4
OXCE Suggestions Archive / Re: [Suggestion] Unrecognizable units
« on: November 05, 2020, 03:59:14 pm »
I don't understand.
What does "unrecognizable" mean?
What effects/features would it have?
And how/when would it change from "unrecognized" to "recognized"?

The nearest example I can think of is the Faceless alien unit from XCOM2. It starts a terror mision and it looks like a civilian, it acts like a civilian, it's seen by the player and xcom units, but it is not recognized as a hostile alien unit, and definitely it is not a civilian unit.

My idea was to have terrorist unit with an armor in the appereance of a civilian that didn't trigger the red icon when spotted, making use of its looks in order to get near xcom soldiers and kill them with a melee attack or a close range weapon. This way, the player must find visual clues to guess if a civilian is in fact an alien in disguise, and decide if shooting a civilian is worth the risk.

I initially planned to make an alien that directly looked like a civilian, but I soon remembered that it wouldn't matter, as soldiers would recognize it as hostile anyway as soon as they spot it. That is what I meant for "unrecognizable", soldiers simply doesn't react to that unit as soon as they spot it, they don't stop their actions, the red icon doesn't pop up. Not unless that unit is, for example, recognized and forced to revert to its natural alien shape (turning into another unit, just as a zombie creates a new chryssalid).
It can be forced to revert to a normal alien unit by being attacked, or standing too close to another xcom unit. Definitely it is not a unit changing factions, nor a unit that is not an enemy under conditions. It is an enemy, it behaves as an enemy. The playes just doesn't have any certain clue, except the suspiction of that weird civilian alarmingly running straight to his soldiers, or killing other civilians.

I know it is very difficult to understand/believe that something as "small" as this could be so big to implement in the code.

I don't have any good non-technical explanation unfortunately.
You'll just have to believe Stoddard and myself that it is indeed a very big task.
I really don't know how complex it is, and as an amateur gamedev myself, I believe you guys when you say it is. But as far as non-technical explanations go I think this is the closest I can get to my initial proposal. Hope it helps, and if it doesn't, I guess i'll just drop the idea into the bin.

5
I've been looking at the ruleset Reference, but I think there is no way to make it now.

Would it be easy to implement a ruleset option to make a unit not recognizable when spotted? I've been tinkering with an alien unit idea that mimics as other living things. I initially thought about CamouflageatDay/Dark, but I need the unit to be seen when disguised, just unidentifiable as hostile, in order to cause concern in the player when a suspicious civilian walks towards his soldiers.

What do you think?

6
OXCE Support / Re: Soldiers cloning themselves when loading
« on: October 29, 2020, 02:19:52 pm »
That was it. My bad. Thank you very much Meridian

7
OXCE Support / [Solved] Soldiers cloning themselves when loading
« on: October 29, 2020, 11:23:41 am »
Lately I've been experimenting with a mod that gave me three soldiers with predefined stats and names.
It all run smoothly until I started noticing some of my soldiers went MIA without reason, and then I noticed while testing that anytime I saved in battlescape and loaded, the first three normal soldiers in the craft took the identities of these three specific soldiers, becoming efectively new clones of these three guys when in battle, and their original soldiers in place becoming missing in action when the craft returned to base.

Crazy thing is, if I happen to have the three guys in the craft, then I save and load, the next three guys after them, become clones, so I have two iterations of these soldiers running around. The second set of them, without any equipment.

I went to my ruleset, commented every data regarding this three guys in the startingBase section, started a new campaing, and everything went back to the normal behavior when saving and loading in battlescape.

Is there any chance the information on the startingBase section of my rulest interferes with the savegame information in the battlescape?

Can anybody replicate this? Am I doing something wrong?

8
OXCE Suggestions DONE / Re: Research through alternative items
« on: October 16, 2020, 07:35:23 pm »
Too bad, I'll have to rethink my approach. Thank you anyway, and great work with OXCE, I'm having a lot of fun modding.

9
I've been looking around and only show an old post about something similar, and didn't want to resurrect it.

I'm developing a mod that makes the UFO campaing a little bit more lore-focused, and I had in mind the posibility of having to research alien weapons as a general concept first, kind of what you initially do with laser weapons. I added an ufopaedia article about laser tech, and I wanted to do the same thing with plasma weapons. I was thinking on make recovered plasma weapons trigger the "Alien weapon technology" before having the chance to research the weapons themselves. But I found out OXCE only allows for a research to be dependant on the item it shares ID with. I couldn't think on an alternative, right now, maybe I'm missing something.

Is it possible to include the possibility of researching any topic in base to having an item with a different ID?

Thank you in advance.

10
OXCE Bugs FIXED / Re: Non-explosive grenades exploding when primed to 0
« on: October 12, 2020, 01:23:06 pm »
Quote
As fun fact, this was not normal explosion but Power Source Explosio
Amazing!

Thank you

11
Hi everybody.

I'm experimenting with my first grenade mod in OXCE 6.5, and I'm trying with my own incendiary grenade. While testing, I noticed the grenade exploded as if it was a common grenade. Then one of my soldiers got shot after priming one, and after the alien turn, the grenade blow off as the incendiary grenade it was meant to be.

I tested priming some grenades to 1, and all of them worked as intended with incendiary damage. I also changed the damageType to 9, and when primed to 0, those worked still as common grenades, but when primed to one, they actually worked as smoke grenades. In order to have some reference, I tried the same with the vanilla smoke grenades, and the same thing happened, when primed to 0, they behaved as explosives, but when primed to 1, they acted like common smoke grenades.

So, is this intended somehow? Is it a bug? Have I messed somehow?

In case it is of any help, this is the ruleset for my Fire Grenades
Code: [Select]
- type: STR_FIRE_GRENADE # Fire Grenade
    size: 0.05
    costBuy: 300
    costSell: 190
    weight: 2
    bigSprite: 350
    floorSprite: 350
    handSprite: 350
    power: 75
    damageType: 2
    battleType: 4
    damageAlter:
      FixRadius: 8
    armor: 5

Thanks in advance.

12
Work In Progress / Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.2
« on: March 21, 2018, 12:02:32 am »
Dude, everytime you post an update about graphics you blow my mind. I'm looking forward to see much more. Amazing work.

13
Troubleshooting / Soldier sprites incorrectly drawn
« on: February 28, 2016, 07:10:49 pm »
Hi there!

I've just started playing TFTD today with the latest nightly (openxcom_git_master_2016_02_27_0456.zip) and could apreciate that when crouched, my soldiers' sprites appear with their torso separated from the waist by one line of pixels. I'm including an image so you can check.



Great work so far nonetheless!

14
Released Mods / Re: [MCD] X-Com walks down the skyranger ramp
« on: April 11, 2015, 04:10:36 pm »
God bless you, my dear friend.

15
Work In Progress / Re: [TC] From the Apocalypse WIP
« on: February 03, 2015, 04:57:11 am »
This looks amazing... I'm without words.

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