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Topics - animal310

Pages: [1]
1
Resources / Rubble
« on: August 26, 2023, 03:17:07 pm »
Hello Folks

I’ve been away for a few years but picking off where I left off. In regards to the missiles option does anyone have a maps for rubble or damaged areas to replace damaged sections of the base? STR_RUBBLE option? I am using the corridor mod as a stop gap.

Thanks

2
Help / Alternative Small Scout
« on: July 07, 2019, 05:02:17 pm »
I’ve never been a fan of the small scout, so I decided to swap it out for one designed by TNARG a long time ago!

https://openxcom.org/forum/index.php/topic,2501.0.html

I used the MAP and RMP files from the download and it seemed to work fine. There is a problem however, I upped the number of Aliens deployed to 2 or 3 I cannot get any of them to spawn in the UFO even if I set percentageOutsideUfo: 0. This is the same if its only one alien.

I’ve no knowledge of the Map editor and don’t know how hard this would be to fix. I understand that new UFO’s need the following

MAP file (I’m assuming this is the ship created in MapViewII or similar).

RMP file, I’m not sure what this is for or how it is edited but I’m assuming this has something to do with where aliens are spawned and might be the problem?

mapBlocks (map items that populate the MAP file)

MCD file?
PCK file?
TAB file?

I’d love to be able to finish TNARG’s work and complete the other ships he was working on but realistically how difficult would this be and what Tools would I need? I have tried to introduce his fighter however the PODS seems to populate all wrong and again no aliens spawn in the ship.

Any advice?

3
Help / Alien Retaliation
« on: June 29, 2019, 04:48:20 pm »
I’ve created a number of retaliation missions and am trying to use the ‘missionWeights’ command line (as per below) but I get an error ‘end of map not found’. Any idea what the problem could be?

Code: [Select]
alienMissions:
  - type: STR_ALIEN_RETALIATION_1
    missionWeights:
      0: 20
      6: 10
     12: 10
     14:  0
  - type: STR_ALIEN_ RETALIATION_2
    missionWeights:
      0: 20
      6: 20
     12: 10
     14: 10
  - type: STR_ALIEN_ RETALIATION_3
    missionWeights:
      0: 10
      6: 10
     12: 20
     14: 10
  - type: STR_ALIEN_ RETALIATION_4
    missionWeights:
      0:  0
      6: 10
     12: 10
     14: 20
  - type: STR_ALIEN_ RETALIATION_5
    missionWeights:
      0:  0
      6:  0
     12:  0
     14: 10
  - type: STR_ALIEN_RETALIATION_HK
    missionWeights:
      0: 25
      6: 25
     12: 25
     14: 25
  - type: STR_ALIEN_RETALIATION
    missionWeights:
      0: 25
      6: 25
     12: 25
     14: 25

Code: [Select]

alienMissions:
  - type: STR_ALIEN_RESEARCH
    waves:
      - ufo: STR_SMALL_SCOUT
        count: 1
        trajectory: P0
        timer: 9000
      - ufo: STR_MEDIUM_SCOUT
        count: 1
        trajectory: P2
        timer: 7800
      - ufo: STR_EXCAVATOR
        count: 1
        trajectory: P2
        timer: 1000
      - ufo: STR_LARGE_SCOUT
        count: 2
        trajectory: P4
        timer: 9000
      - ufo: STR_LAB_SHIP
        count: 1
        trajectory: P4
        timer: 9000
  - type: STR_ALIEN_HARVEST
    waves:
      - ufo: STR_SMALL_SCOUT
        count: 1
        trajectory: P0
        timer: 7800
      - ufo: STR_SMALL_SCOUT
        count: 1
        trajectory: P2
        timer: 7800
      - ufo: STR_MEDIUM_SCOUT
        count: 1
        trajectory: P2
        timer: 6000
      - ufo: STR_LARGE_SCOUT
        count: 1
        trajectory: P0
        timer: 7800
      - ufo: STR_LARGE_SCOUT
        count: 1
        trajectory: P3
        timer: 9000
      - ufo: STR_HARVESTER
        count: 1
        trajectory: P4
        timer: 3000
      - ufo: STR_HARVESTER
        count: 1
        trajectory: P4
        timer: 750
      - ufo: STR_LAB_SHIP
        count: 1
        trajectory: P2
        timer: 1500
  - type: STR_ALIEN_BASE
    objective: 2
    spawnZone: 4 #Mission zone for alien bases
    waves:
      - ufo: STR_SMALL_SCOUT
        count: 1
        trajectory: P1
        timer: 13500
      - ufo: STR_MEDIUM_SCOUT
        count: 1
        trajectory: P5
        timer: 15000
      - ufo: STR_SENTRY_SHIP
        count: 1
        trajectory: P5
        timer: 60
      - ufo: STR_EXCAVATOR
        count: 1
        trajectory: P5
        timer: 60
      - ufo: STR_EXCAVATOR
        count: 1
        trajectory: P5
        timer: 60
      - ufo: STR_SUPPLY_SHIP
        count: 2
        trajectory: P5
        timer: 60
      - ufo: STR_BATTLESHIP
        count: 1
        trajectory: P6
        timer: 60
  - type: STR_ALIEN_TERROR
    objective: 3
    spawnZone: 3 #Mission zone for terror missions
    waves:
      - ufo: STR_LARGE_SCOUT
        count: 1
        trajectory: P1
        timer: 9600
      - ufo: STR_FIGHTER_SHIP
        count: 1
        trajectory: P1
        timer: 15000
      - ufo: STR_TERROR_SHIP
        count: 1
        trajectory: P0
        timer: 12000
      - ufo: STR_TERROR_SHIP
        count: 1
        trajectory: P7
        timer: 9000
        objective: true
  - type: STR_ALIEN_RETALIATION_1
    points: 0
    objective: 4
    spawnUfo: STR_MEDIUM_SCOUT # Spawned for the final retaliation run
    operationType: 0
    raceWeights: # In the case of a shootdown, race comes from the UFO that triggered the mission.
      0:
        STR_SECTOID: 20
        STR_SNAKEMAN: 20
        STR_ETHEREAL: 20
        STR_MUTON: 20
        STR_FLOATER: 20
    waves:
      - ufo: STR_SMALL_SCOUT
        count: 1
        trajectory: P8
        timer: 3000
      - ufo: STR_MEDIUM_SCOUT
        count: 2
        trajectory: P8
        timer: 3000
        hunterKillerPercentage: 50
        huntMode: 2
        huntSpeed: 100
        missilePower: 2
        radarRange: 1018
      - ufo: STR_LARGE_SCOUT
        count: 3
        trajectory: P8
        timer: 3000
        hunterKillerPercentage: 50
        huntMode: 2
        huntSpeed: 100
        missilePower: 3
        radarRange: 1018
      - ufo: STR_MEDIUM_SCOUT
        count: 2
        trajectory: P8
        timer: 3000
        hunterKillerPercentage: 50
        huntMode: 2
        huntSpeed: 100
        missilePower: 2
        radarRange: 1018
  - type: STR_ALIEN_ RETALIATION_2
    points: 0
    objective: 4
    spawnUfo: STR_LARGE_SCOUT # Spawned for the final retaliation run
    operationType: 0
    raceWeights: # In the case of a shootdown, race comes from the UFO that triggered the mission.
      0:
        STR_SECTOID: 20
        STR_SNAKEMAN: 20
        STR_ETHEREAL: 20
        STR_MUTON: 20
        STR_FLOATER: 20
    waves:
      - ufo: STR_SMALL_SCOUT
        count: 1
        trajectory: P8
        timer: 3000
      - ufo: STR_FIGHTER_SHIP
        count: 2
        trajectory: P8
        timer: 3000
        hunterKillerPercentage: 50
        huntMode: 2
        huntSpeed: 100
        radarRange: 1344
      - ufo: STR_SENTRY_SHIP
        count: 3
        trajectory: P8
        timer: 3000
        hunterKillerPercentage: 50
        huntMode: 2
        huntSpeed: 100
        missilePower: 4
        radarRange: 1018
      - ufo: STR_LARGE_SCOUT
        count: 2
        trajectory: P8
        timer: 3000
        hunterKillerPercentage: 50
        huntMode: 2
        huntSpeed: 100
        missilePower: 3
        radarRange: 1018
  - type: STR_ALIEN_ RETALIATION_3
    points: 0
    objective: 4
    spawnUfo: STR_SENTRY_SHIP # Spawned for the final retaliation run
    operationType: 0
    raceWeights: # In the case of a shootdown, race comes from the UFO that triggered the mission.
      0:
        STR_SECTOID: 20
        STR_SNAKEMAN: 20
        STR_ETHEREAL: 20
        STR_MUTON: 20
        STR_FLOATER: 20
    waves:
      - ufo: STR_SMALL_SCOUT
        count: 1
        trajectory: P8
        timer: 3000
      - ufo: STR_MEDIUM_SCOUT
        count: 2
        trajectory: P8
        timer: 3000
        hunterKillerPercentage: 50
        huntMode: 2
        huntSpeed: 100
        missilePower: 2
        radarRange: 1018
      - ufo: STR_LARGE_SCOUT
        count: 3
        trajectory: P8
        timer: 3000
        hunterKillerPercentage: 50
        huntMode: 2
        huntSpeed: 100
        missilePower: 3
        radarRange: 1018
      - ufo: STR_SENTRY_SHIP
        count: 2
        trajectory: P8
        timer: 3000
        hunterKillerPercentage: 50
        huntMode: 2
        huntSpeed: 100
        missilePower: 4
        radarRange: 1018
  - type: STR_ALIEN_ RETALIATION_4
    points: 0
    objective: 4
    spawnUfo: STR_TERROR_SHIP  # Spawned for the final retaliation run
    operationType: 0
    raceWeights: # In the case of a shootdown, race comes from the UFO that triggered the mission.
      0:
        STR_SECTOID: 20
        STR_SNAKEMAN: 20
        STR_ETHEREAL: 20
        STR_MUTON: 20
        STR_FLOATER: 20
    waves:
      - ufo: STR_SMALL_SCOUT
        count: 1
        trajectory: P8
        timer: 3000
      - ufo: STR_FIGHTER_SHIP
        count: 2
        trajectory: P8
        timer: 3000
        hunterKillerPercentage: 50
        huntMode: 2
        huntSpeed: 100
        radarRange: 1344
      - ufo: STR_SENTRY_SHIP
        count: 3
        trajectory: P8
        timer: 3000
        hunterKillerPercentage: 50
        huntMode: 2
        huntSpeed: 100
        missilePower: 4
        radarRange: 1018
      - ufo: STR_TERROR_SHIP
        count: 2
        trajectory: P8
        timer: 3000
        hunterKillerPercentage: 50
        huntMode: 2
        huntSpeed: 100
        missilePower: 6
        radarRange: 1344
  - type: STR_ALIEN_ RETALIATION_5
    points: 0
    objective: 4
    spawnUfo: STR_BATTLESHIP # Spawned for the final retaliation run
    operationType: 0
    raceWeights: # In the case of a shootdown, race comes from the UFO that triggered the mission.
      0:
        STR_SECTOID: 20
        STR_SNAKEMAN: 20
        STR_ETHEREAL: 20
        STR_MUTON: 20
        STR_FLOATER: 20
    waves:
      - ufo: STR_LARGE_SCOUT
        count: 1
        trajectory: P8
        timer: 3000
        hunterKillerPercentage: 50
        huntMode: 2
        huntSpeed: 100
        missilePower: 3
        radarRange: 1018
      - ufo: STR_FIGHTER_SHIP
        count: 2
        trajectory: P8
        timer: 3000
        hunterKillerPercentage: 50
        huntMode: 2
        huntSpeed: 100
        radarRange: 1344
      - ufo: STR_TERROR_SHIP
        count: 3
        trajectory: P8
        timer: 3000
        hunterKillerPercentage: 50
        huntMode: 2
        huntSpeed: 100
        missilePower: 6
        radarRange: 1344
      - ufo: STR_BATTLESHIP
        count: 2
        trajectory: P8
        timer: 3000
        hunterKillerPercentage: 50
        huntMode: 2
        huntSpeed: 100
        missilePower: 8
        radarRange: 1344
  - type: STR_ALIEN_RETALIATION_HK
    points: 0
    objective: 4
    spawnUfo: STR_BATTLESHIP # Spawned for the final retaliation run
    operationType: 0
    raceWeights: # In the case of a shootdown, race comes from the UFO that triggered the mission.
      0:
        STR_SECTOID: 20
        STR_SNAKEMAN: 20
        STR_ETHEREAL: 20
        STR_MUTON: 20
        STR_FLOATER: 20
    waves:
      - ufo: STR_SMALL_SCOUT
        count: 1
        trajectory: P8
        timer: 3000
      - ufo: STR_MEDIUM_SCOUT
        count: 2
        trajectory: P8
        timer: 3000
        hunterKillerPercentage: 50
        huntMode: 2
        huntSpeed: 100
        missilePower: 1
        radarRange: 1018
      - ufo: STR_LARGE_SCOUT
        count: 3
        trajectory: P8
        timer: 3000
        hunterKillerPercentage: 50
        huntMode: 2
        huntSpeed: 100
        missilePower: 2
        radarRange: 1018
      - ufo: STR_BATTLESHIP
        count: 2
        trajectory: P8
        timer: 3000
        hunterKillerPercentage: 50
        huntMode: 2
        huntSpeed: 100
        radarRange: 1344
  - type: STR_ALIEN_RETALIATION
    objective: 4
    spawnUfo: STR_BATTLESHIP #Spawned for the final retaliation run
    operationType: 0
    raceWeights: # In the case of a shootdown, race comes from the UFO that triggered the mission.
      0:
        STR_SECTOID: 20
        STR_SNAKEMAN: 20
        STR_ETHEREAL: 20
        STR_MUTON: 20
        STR_FLOATER: 20
    waves:
      - ufo: STR_SMALL_SCOUT
        count: 1
        trajectory: P8
        timer: 3000
      - ufo: STR_FIGHTER_SHIP
        count: 2
        trajectory: P8
        timer: 3000
        hunterKillerPercentage: 50
        huntMode: 2
        huntSpeed: 100
        radarRange: 1344
      - ufo: STR_SENTRY_SHIP
        count: 3
        trajectory: P8
        timer: 3000
        hunterKillerPercentage: 50
        huntMode: 2
        huntSpeed: 100
        missilePower: 4
        radarRange: 1018
      - ufo: STR_BATTLESHIP
        count: 2
        trajectory: P8
        timer: 3000
        hunterKillerPercentage: 50
        huntMode: 2
        huntSpeed: 100
        radarRange: 1344

4
Help / TFTD Colony attack mod
« on: June 11, 2018, 02:57:56 pm »
I prefer the Alien Base attacks in the original as opposed to TFTD in that the Alien bases would be crewed by the race that built them as opposed to the same mixture of Alien’s every time as in TFTD. If I remove the ‘race:’ line in the Alien Deployments code for the Alien Colony missions will the deployment automatically revert to which ever race built the base/colony?

5
Troubleshooting / Pathfinding issue
« on: June 02, 2018, 12:40:22 am »
Before I add anything to the bug tracker can someone confirm that this is a bug. On the attached save I cannot move Mazi Arokoyo further into the cave in front of him. A minor issue I know but it looks like he should be able to enter that part of the map.

6
Troubleshooting / Can't find save and mod files Windsows 10
« on: May 28, 2018, 04:32:53 pm »
Ok, not played for about a year and now have a new computer with Windows 10. I moved across my old Documents/Openxcom folder with my save games and mods (renamed it). Downloaded the latest nightly and installed but I can’t find the new folder for saves and mods!!! There is nothing in my documents file (I have not used the portable install). I saved a new game and now can’t find where that save file is located, even using the usless file search on windows 10!!!!! Also when I do a full wipe and then re-install that same save is still there when I load the game up !!! What on earth is going on????


Ok, no idea what went on but the Document/Openxcom folder has now appeared after I did another install!!!

7
Programming / How to run a branch from Git Hub?
« on: October 17, 2017, 05:54:19 pm »
Hi

Right I know this is going to sound like a stupid question but anyway!

If I download a copy of the master straight from Git Hub or someone else’s branch from Git Hub this is obviously different from the download of the nightly off the website which comes with an installer, different file structure etc.  How do you transform a copy of the master on Git Hub or any other branch from Git Hub into something which will run? Does this need to be done on Git Hub or can it run somehow in the format that it is downloaded on?

For example I download any branch off GitHub. How do you get it to run?

8
Suggestions / Civilians in transport should count as saved
« on: July 21, 2014, 01:52:23 am »
I had a terror mission with Snakemen at night that was going very wrong. I had a civilian near to the Skyranger and as I evacuated my team I stunned the civilian and took him on-board the ship. He wasn't counted as saved!  :'( This is poor! He should count as saved !  :D

9
Suggestions / Alien Medics
« on: July 12, 2014, 10:37:05 pm »
Would be nice to see that when the alien bleeding option is on the Alien Medics can heal their comrades of fatal wounds.

10
Troubleshooting / Power Plants not exploding when UFO crashes
« on: July 11, 2014, 01:03:12 am »
Is anybody else noticing that in the latest nighties UFO are not getting damaged when they are shot down. On every one in my latest game the power plant is undamaged. There has been a bug report (wimpy power explosions) reported as well but this is still outstanding. I'd look into it myself but don't have a clue where to start.

Edit; just realised that I think one of the UFO's (out of about eight or ten) did have damage but I've noticed that somebody else has posted this problem as a feature request so there might be an issue, perhaps not though.

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