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Messages - The Martian

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1
Help / Not spawning the expected units inside the UFO?
« on: May 27, 2023, 12:15:41 am »
I've been trying to spawn 1 terror unit in each of these four rooms at the top of this ship but for some reason they only spawn randomly on other nodes.
Spoiler:

The node has been set to only spawn their ranks (I think) and I've also tried limiting it to only large flying units.

The results of this is that if I have it set to "Any" soldiers spawn on the node instead and if it is setup to "Large Flying" nothing spawns on the node despite the expected unit being a 2x2 flying unit. (Hallucinoid)


The alienDeployments: is also setup for percentageOutsideUfo: 0 which I thought would force them to spawn inside the ship if possible.

Code: [Select]
alienDeployments:

# [=] Whirligig [=] (Small)
  - type: STR_MFTD_WHIRLIGIG
    data:
      - alienRank: 5
        lowQty: 1
        highQty: 3
        dQty: 5
        percentageOutsideUfo: 0
        itemSets:
          -
            - STR_SONIC_PISTOL
            - STR_PISTOL_POWER_CLIP
            - STR_PISTOL_POWER_CLIP
            - STR_SONIC_PULSER
          -
            - STR_SONIC_BLASTA_RIFLE
            - STR_BLASTA_POWER_CLIP
            - STR_BLASTA_POWER_CLIP
            - STR_SONIC_PULSER
          -
            - STR_SONIC_CANNON
            - STR_CANNON_POWER_CLIP
            - STR_CANNON_POWER_CLIP
            - STR_SONIC_PULSER
      - alienRank: 4
        lowQty: 1
        highQty: 1
        dQty: 1
        percentageOutsideUfo: 25
        itemSets:
          -
            - STR_SONIC_PISTOL
            - STR_PISTOL_POWER_CLIP
            - STR_PISTOL_POWER_CLIP
            - STR_SONIC_PULSER
          -
            - STR_SONIC_CANNON
            - STR_CANNON_POWER_CLIP
            - STR_CANNON_POWER_CLIP
            - STR_SONIC_PULSER
          -
            - STR_SONIC_CANNON
            - STR_CANNON_POWER_CLIP
            - STR_CANNON_POWER_CLIP
            - STR_SONIC_PULSER
            - STR_SONIC_PULSER
      - alienRank: 3
        lowQty: 1
        highQty: 1
        dQty: 1
        percentageOutsideUfo: 0
        itemSets:
          -
            - STR_SONIC_PISTOL
            - STR_PISTOL_POWER_CLIP
            - STR_PISTOL_POWER_CLIP
            - STR_SONIC_PULSER
          -
            - STR_SONIC_CANNON
            - STR_CANNON_POWER_CLIP
            - STR_CANNON_POWER_CLIP
            - STR_SONIC_PULSER
          -
            - STR_SONIC_CANNON
            - STR_CANNON_POWER_CLIP
            - STR_CANNON_POWER_CLIP
            - STR_SONIC_PULSER
            - STR_SONIC_PULSER
      - alienRank: 6
        lowQty: 2
        highQty: 2
        dQty: 0
        extraQty: 0
        percentageOutsideUfo: 0
        itemSets:
          -
            []
          -
            []
          -
            []
      - alienRank: 7
        lowQty: 2
        highQty: 2
        dQty: 0
        extraQty: 0
        percentageOutsideUfo: 0
        itemSets:
          -
            []
          -
            []
          -
            []
    width: 50
    length: 50
    height: 5
    briefing:
      palette: 4
      music: GMISPOSH


Code: [Select]
ufos:
# [=] Whirligig [=] (Small)
  - type: STR_MFTD_WHIRLIGIG
    size: STR_SMALL
    sprite: 1
    damageMax: 300
    speedMax: 2800
    power: 30
    range: 13
    score: 75
    reload: 56
    breakOffTime: 250
    battlescapeTerrainData:
      name: WHIRLIGIG
      mapDataSets:
        - BLANKS
        - UEXT2
        - UEXT3
        - UINT1
        - UINT2
        - UINT3
      mapBlocks:
        - name: WHIRLIGIG
          width: 20
          length: 20


Here are the craft's map files:
WHIRLIGIG.MAP
WHIRLIGIG.RMP


Code: [Select]
    terrains:
      - UEXT2
      - UEXT3
      - UINT1
      - UINT2
      - UINT3


What am I missing?

2
I'm posting this in hope of saving anyone who is learning to create maps a bit of a hassle.

If you place a stair content tile be aware that you must also place a floor tile under that stair or it will not be navigatable by units.

Spoiler:

3
The X-Com Files / Re: [MOD] Recruitment Office
« on: May 25, 2023, 08:06:38 pm »
For the record, this mod does not show up under XCF mods. It shows up under XCOM 1 mods instead. How do I fix?

I could be wrong about this but I think what you need to do is open the metadata.yml file in the mod's folder and then change the line that reads like this:
Code: [Select]
master: xcom1
To this instead:
Code: [Select]
master: x-com-files

4
Help / Re: Setting up the X-Com Craft's landing zone location?
« on: May 25, 2023, 07:51:52 pm »
I figured it out. What was causing my problem was that the mapScripts: needs a second addCraft command in case the shape of the ship is not a 1x1 map block.

Code: [Select]
mapScripts:

  - type: STR_MFTD_ARMSWAREHOUSE
    commands:
    - type: addCraft
      rects:
        - [1,1,1,1]
      label: 1
    - type: addCraft
      rects:
        - [1,1,1,2]
      conditionals: [-1]
    - type: addBlock
      size: [3,4]

There is no need to define the vertical placement of the craft it automatically places it on the first floor terrain from the top of the map.

5
Help / [Solved] Setting up the X-Com Craft's landing zone location?
« on: May 25, 2023, 12:45:21 am »
How do I setup the area for the X-Com craft to land on a map?

If possible I'm trying to have the ship land on this roof in the middle.
Spoiler:
Spoiler:

From what I'm seeing I think the landing zone is setup using this command.
Code: [Select]
mapScripts:
  - type: ALIEN_COLONY_P1
    commands:
    - type: addCraft
      rects:
       - [1,0,1,2]
       - [4,0,1,2]
       - [1,4,1,2]
       - [4,4,1,2]

But I'm guessing vertically placing the craft may not be supported as I'm only seeing X and Y.
Spoiler:

If landing on the roof can't be done I'll try expanding the map and placing the landing zone over here at ground level:
Spoiler:


Here are the map files:
Warehouse Map.zip

And the terrains list:
Code: [Select]
    terrains:
      - PORT01
      - PORT02
      - SEA
      - GRATING_AND_SUPPORTS
      - ROCKET_ONLY
      - TORPEDO_ONLY
      - DECKC_WHITE
      - JUST_RAILING
      - JUST_ELEVATOR

6
Resources / Re: Graphic Gallery
« on: May 18, 2023, 06:39:59 pm »
Deep One`s shoot with electricity effect.

Looks good!

7
In that case I'll have to keep an eye on the number of nodes I have left while routing.

Since the aliens will path themselves around obstacles the limit shouldn't be too bad.

Thank you for the information.

8
Help / Re: EntryPoint vs ExitPoint?
« on: May 18, 2023, 06:31:25 pm »
Do I still need entry points on a map if X-Com will arrive via their craft or does the X-Com craft's map bring its own entry points with it?

9
Help / Is there a limit to the number of AI Route Nodes per map?
« on: May 16, 2023, 03:29:59 pm »
Is there a limit to the number of AI Route Nodes per map?
Spoiler:

10
Help / Re: EntryPoint vs ExitPoint?
« on: May 16, 2023, 02:55:43 pm »
Thank you that makes sense, the EntryPoint & ExitPoint tiles are only determining the fate of units on them when the abort button is pressed mid game and don't have anything to do with spawning units.

I still need to use MapView2 and place "Node Rank" "1 : XCOM" spawn nodes on each entry EntryPoint tile to actually make X-Com's units be able to spawn at the start of the battle.

11
Help / EntryPoint vs ExitPoint?
« on: May 16, 2023, 09:31:59 am »
Before I upload a map and someone loses their team while trying to abort a mission I thought it would be better if I understood how this works.

In McdView (General) #59 SpecialType can be set to "1 EntryPoint" and "13 ExitPoint".

How are these two SpecialTypes used?


Do I use EntryPoint for the tiles that you can place X-Com units on and recover them if you abort the mission or is that ExitPoint?

At first I though EntryPoint tiles would be where the X-Com units will be spawning however in MapView2 (Node data) "Node Rank" can be set to "1 : XCOM" which I'm assuming acts as the spawn point for X-Com units.

12
Help / Re: Small Map Pack preview and a question about water tiles.
« on: May 13, 2023, 01:39:24 pm »
Great, thank you! I might steal it. :)

Anything I upload to the forum is always up for grabs, please feel free to make use of it.


If the tile is impassable, the alien can't get on it. It can fall into it if you kill/stun it, though (but it's not a problem IMO).
Like the bottom is a layer of invisible and impassable terrain.

To setup a tile as impassable do I just set TuWalk, TuSlide, TuFly to 255 in McdView or is there another setting I need to adjust to prevent the units from falling into the ocean?





I just remembered another possible solution.

What if all ocean tiles had a Death Tile under them as described in this post by Meridian:
https://openxcom.org/forum/index.php/topic,7671.msg132978.html#msg132978

Spoiler:
Added.

You can use the "Target_Type/SpecialType" MCD attribute (byte #59) to mark a tile part as a death trap.
Any value between 200 and 254 will work.
255 will also work, but please don't use it.
See attached screenshots from MCDView1 and MCDView2.

The tile part must be used as a FLOOR part in the map editor.
Walls and objects don't do anything.

If a unit walks into a tile with death trap floor, or if a unit falls into such a tile, the game will generate a death trap and activate it.
The death trap is an item with type "STR_DEATH_TRAP_XXX", where XXX is the number you have used as "SpecialType" in the MCD.

For 2x2 units, all 4 tiles are checked for death traps, but only 1 will trigger.

There are two types of death traps:
1. proximity grenades: work as classic proxy grenades, create AOE damage
2. melee items: highly experimental, create non-AOE damage

Examples:

1. proxy (battle type = 5)

Code: [Select]
items:
  - type: STR_DEATH_TRAP_250
    battleType: 5           # proxy
    damageType: 3
    power: 50
    damageAlter:
      FixRadius: 1          # minimum for nice explosion animation
      RandomType: 3
      ArmorEffectiveness: 0.0
      ToHealth: 20.0
      ToTile: 0.0
    weight: 3
    bigSprite: 21
    floorSprite: 21
    size: 0.1
    costSell: 400

2. melee (battle type = 3)

Code: [Select]
items:
  - type: STR_DEATH_TRAP_251
    battleType: 3           # melee
    damageType: 7
    power: 50
    damageAlter:
      RandomType: 3
      ArmorEffectiveness: 0.0
      ToHealth: 10.0
      ToTile: 0.0
    invWidth: 0             # hidden
    invHeight: 0            # hidden
    recover: false          # don't recover!
    hiddenOnMinimap: true   # hidden
    weight: 6
    bigSprite: 26
    floorSprite: 26         # use a blank sprite here
    handSprite: 80
    meleeSound: 54
    accuracyMelee: 100
    tuMelee: 30
    clipSize: -1
    size: 0.1
    costSell: 945

13
Help / Small Map Pack preview and a question about water tiles.
« on: May 11, 2023, 08:07:52 am »
The map pack is coming along. As well as the alien crafts I now have several new terror site maps that I'm hoping to add to the mix.

However after building this map I realized that I may have created a problem with the layout:
Spoiler:


I don't accidentally want to softlock the game by having aliens hidden underneath the waves.

What happens if an alien or X-Com soldier falls onto this water tile from above?

Also to prevent some of the terrain from being destroyed I gave it an armor value of 255 and DeathId matching its own number. I'm hoping that this will this be enough to assure the walkways/etc don't get destroyed preventing proper navigation of the map.

Here is the tile terrain configuration for OFFSHORE, the custom terrain files are included in the .zip.
Code: [Select]
      - SEA
      - CARGO1_ARMORED
      - CARGO2_ARMORED
      - XBITS
      - CARGO3_ARMORED
      - GRUNGE4_PIPES_NO_REC_ARMORED
      - MOSTLY_PIPES_ARMORED

And here are the map files for the curious, it is currently untested ingame so please let me know if anything goes wrong:
Offshore Rig (V0-46).zip

14
Help / Re: When creating new maps are corner pieces only cosmetic?
« on: May 11, 2023, 08:00:37 am »
(Sorry about the long delay in my response, something unexpected came up that I had to deal with.)

Thank you both for the information.

15
Help / Re: Prohibit standing shooting...
« on: April 24, 2023, 01:24:29 pm »
I haven't come across the option you've mentioned yet in the Ruleset Reference, if it is there I've also missed it.

Completely stopping an item from being used may be difficult(Or impossible) via scripting but perhaps you could figure out something using "BattleUnit.isKneeled" and "BattleUnit.isStanding".


If these actions can be performed via scripting you may be able to make it look like the item was never used:
Code: [Select]
. Silence the sound FX. (Either prevent it or swap it to a sound effect that has no audio in it.)
. Refund the TU cost of using the equipment.
. Replace the Hit animation & projectile sprite with a blank image.
. Increase bulletSpeed, explosionSpeed to as close to instant as possible.
. Temporarily toggle followProjectiles: to FALSE.
. display a message with either "flashMessage" or "flashLongMessage" that says "Cannot be used while standing."

I'm not sure if all of the above can be done currently though.

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