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Messages - crutchmaster

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OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: February 02, 2017, 11:04:47 am »
For AI changes, its hard to tell how it will affect gameplay. If other people would like have it too then I could add this.
I try, but I don't have so much language skills:) If aliens shoot you from house, for example, you destroy this house with explosives and/or automatic weapons. This path add something like this for AI.
This code says better. Build them and play some battles on farm.

OpenXcom Extended / Re: OXCE Script examples
« on: February 02, 2017, 10:41:50 am »
Code: [Select]

if and eq walking 0 eq floating 1;
offsetmod temp 11 0 8;
if and neq attackingItem null neq attackingItem damaging_item;
I require ECMA support.

OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: January 27, 2017, 07:23:39 pm »
Needs more explanation.
If craft with weapon in begin of assault ufo mission and located at same with ufo point, it can do airstrike in battlescape. At first turn virtual unit move from edge to edge of map and fire along flight path. We can select point for attack, type of strike (hedgehop with long attack path/dive with one point of attack). Craft weapon must have reference to battlescape weapon for this.

Again, please give more info.
Some old code. Aliens can do suppressive fire and use explosives indirect. If xcom agents use smoke and aliens see it, they may use firearm/grenade. If xcom agents fire they discover his position for aliens. It is looks like real war. See this branch:

OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: January 27, 2017, 06:36:38 am »
btw yaml is supporting JSON syntax.
If you propose this two years ago I could use it, right now I'm rolling my own script engine.
Not good :'(

What you think about airstrikes in tactical battles? I want do code for this.
Also I have some code for AI indirect/suppressive fire. Interesting?

OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: January 26, 2017, 08:48:11 am »
What about external ECMA scripts support with duktape (, for example.
I dream about openxcom with JSON instead yml, ECMA bindings for most engine function and all not heavy/critical logic in scripts.

Suggestions / More dynamic ai battle
« on: August 13, 2015, 08:44:30 am »
1. Move MAX_VIEW_DISTANCE from code to config
2. Tweak AI to indirect suppression fire.
3. Fair AI without direct getting player units positions

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