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Messages - Nord

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Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.49)
« on: September 10, 2021, 08:39:19 pm »
You've got another let's player playing your mod
Thanks, maybe will look.
Alien key. How to get it?
You have special mission to complete. Naga city, if you want details.

Then make the corpse be the timed grenade, allready primed.

Oh, my bad.
Then... are there some damage types, that bypass specab?
Like melee in vanilla.
Enviroeffect with this type of damage should work then.

You can create identical armor, one of them with desired effect, and then switch them via startingconditions.

Help / Re: My mod isn't working ...
« on: September 05, 2021, 09:09:54 pm »
Also you can edit startingbase conditions.

Help / Re: Skill script question.
« on: August 29, 2021, 04:45:44 pm »
After returning to this bug, I find that PSI attacks to not use correctly propagate skill, now it should work correctly (OXCE 7.0.19).
Great, thanks!

Work In Progress / Re: [WIP] X-Chronicles version 0.5
« on: August 24, 2021, 06:14:01 am »
Thank you, for your corrections.
Bugs are plentyful here, and i fix them continuously.

Help / Re: Script access to builtInWeapons.
« on: August 14, 2021, 02:36:46 pm »
Ok, i think i got it.
If in "unit.getSpecialItem itemWeapon 0;" 0 - is the special weapon's index number.
I should try. Thank you.

Upd. 2: It works!
Thank you very much!

Help / Re: Script access to builtInWeapons.
« on: August 14, 2021, 03:16:36 am »
You can consider this example if you like
Code: [Select]
      - offset: 20
        code: |
          var int temp;
          var int numInventoryItems;

          var ptr RuleItem rItem;

          var ptre BattleItem tempItem;
          var ptre BattleItem itemDummy;
          var ptre BattleItem itemWeapon;
          unit.getSpecialItem itemWeapon 0; # might need a sanity check with getSpecialItem.size
          itemWeapon.getRuleItem rItem;
          rItem.getTag temp Tag.ITEM_IS_VOX_WEAPON;
          if neq temp 1;

          unit.getInventoryItem.size numInventoryItems;
          loop var i numInventoryItems;
            unit.getInventoryItem tempItem i;
            tempItem.getRuleItem rItem;
            rItem.getTag temp Tag.ITEM_IS_VOX_DUMMY;
            if and eq temp 1 eq itemDummy null;
              unit.getInventoryItem itemDummy i;
"newTurnUnit" is not what i seek. I want to look into "hitUnit" hook.

OpenXcom Extended / Miles and more
« on: August 13, 2021, 10:04:46 am »
I also have no idea how much a mile or a knot is... I'm from Europe... that's why I added conversion to kilometers and to km/h.
By the way, nautical miles are not equal to american mile. It is a meridian length of one arc minute size. Useful for those who navigate over the globe. But hard to understand to surface people. :)
Nevertheless I prefer kilometers too.

Help / Re: Script access to builtInWeapons.
« on: August 13, 2021, 02:49:18 am »
So, if a unit have more than one builtInWeapons, how must i search through them?
Include internal cycle in hitUnit?
Can you provide some kind of example?

Work In Progress / Re: [WIP] X-Chronicles version 0.5
« on: August 09, 2021, 11:16:58 am »
I tried Discord several times.
Still dont get it, it is just obedient chat from 2000's.
But ok.
On the other side, i have too bad internet access too often to maintain connection to discord.

Or you mean that something i miss, something that not goes to forum?

Mappacks is really needed, though. I wanted to place a request on forum later, when my project will be closer to finish.

OpenXcom Extended / Re: Scripts and burning man question.
« on: August 09, 2021, 11:10:28 am »
I just wanted to remove frozen effect (of my frost weapons) when unit goes on fire. Now i have only reversal, remove fire with frost weapons. But it is one half of logic.

OpenXcom Extended / Re: Scripts and burning man question.
« on: August 09, 2021, 10:57:12 am »
sad but ok.

Help / Script access to builtInWeapons.
« on: August 09, 2021, 09:18:28 am »
Continuing this discussion:,9992.0.html

I managed to create an item, which represents shield power. It is built-in in armor, and updates each turn.
But now i want to update it each time the unit is hit. And i can not gain access to this item from "hitUnit:" script hook.

Is this even possible?

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