Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - MontyDrake

Pages: [1]
1
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?

2
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?

3
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?

4
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.

5
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.

6
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!

7
Playthroughs / New Let's Play: In Spanish!
« on: January 20, 2015, 03:15:37 am »
Hola amigos

I've started my own Let's Play. Probably nothing special, except that it's in spanish, for those around here who speak and/or unserstand it.
Just to spice thing a little bit I'm using mods like:
  • Cover Alien
  • Gazer Alien
  • Thunderstorm
  • Custom grenades
  • Electro-Shocker
  • Gauss weapons

And some more... (Also I did some translations of my own for some of this mods which weren't in spanish. Ask me for them anyone if necessary).

Also, I'm not the common LPer which records every second of gameplay, mainly in order to skip boring parts. I don't know if you guys will like that, but it's kind of what I make in every video I upload to my channel.

Here is the link to the playlist: https://www.youtube.com/playlist?list=PLQwanXLnnCV9Qk1bKnxk7id7ODI3lV6Os

Hope you enjoy.
Thank you.

Pages: [1]