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Topics - Xangi

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Pretty much what it says on the tin, UFO:ET Gold did this and it was really great. You could make it so that aliens and humans were on more... equal terms for night missions, or even make the game harder. Not sure entirely how NPC sight works right now, but if the radius can be adjusted they should probably also gain the same sight bonuses from flares that humans do.

Also, if we could get a variable in the electro-flare to adjust the light radius that would be great, or even some kind of item subsection that controls how much light it gives off. Further switches in this could allow for all kinds of neat devices, such as Night-vision goggles (some kind of undetectable light), glowing dropped items, etc.

Suggestions / Allow mods to pull in groups of .rul files for loading
« on: June 10, 2014, 12:34:10 am »
(Checked the first 2 pages for duplicates, didn't see any, sorry if this has been suggested before)
So this would probably help make mods a lot more... organized. An initializer file for mods with something like:
Code: [Select]
  - MyMod
  - HumanPistol
  - HumanRifle
  - <etc>
Which then searches \Rulesets\MyMod for Humanpistol.rul and HumanRifle.rul (and any others) and loads them. This would let modders organize their code into many smaller files which would make development a bit less crazy and make mods more readable.

Work In Progress / A few more questions
« on: June 09, 2014, 10:41:54 pm »
So I looked over the ruleset reference on UFOpaedia and I have a few questions:

- Can I make a weapon do multiple types of damage at once?
- Do the custom explosion sizes actually work? The wiki said something about them being limited/broken?
- I heard somewhere that the new git version allows you to link a bullet's sprite to its magazine/clip, how would I do that?
- Is there a damage falloff over range setting?
- What happens if 2 extrasprite/extrasound entries share a number?
- Is there a limit to the number of ammo types for a weapon?
- How do I remove an entry, like say STR_PISTOL_CLIP?

Also just a few misc things that aren't really ruleset questions:

- What happens if you give a bullet the High Explosive damagetype but no explosions, would it just apply its damage through that type?
- Can stun damage kill?
- What's the most common armor type, and the least common? I'm looking through the rulesets but I might get an answer here before I find it.

Thanks in advance.

Work In Progress / Limit weapons for certain alien races
« on: June 08, 2014, 12:58:09 am »
So I'm obviously a bit new to OpenXCom, but I enjoy modding any game I have that supports it. Anyhow, I'd like to know if it'd be possible to restrict certain guns from certain alien races, so that weaker and smaller aliens have to use the smaller guns. It always seemed odd to me that the decaying Ethereals and the tiny Sectoids could hold and fire Heavy Plasma guns just as well as the Mutons and Snakemen.

I've looked through the rulesets a bit but can't find anything too obvious, and how ItemLevels.rul (from a mod, can't remember who made it off the top of my head) works is beyond me, as it just seems to be a bunch of lists of numbers.

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