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Topics - zhorov

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1
OXCE Support Y-scripts / [Solved] Drugs that restore / give time (tu)
« on: June 12, 2022, 10:29:28 pm »
Hello. I decided to change the preparation in XPiratez so that it would add time.
For some reason no one added this except the creator of x-files mod (Zephyr serum), and this thing really makes you try to get it and not use it like other things. But why? There are many items that give energy, morale, mana, even health but not time? Why not add a few items that would give a little time and not be so valuable? This is the question I think about a lot. Why not add pills or serum that would give 20 tu. 6-10 to drag to hand and 1 to use. There would be 13-9 left that would be enough to use the first aid kit or simply leave the aisle. Also add a valuable drug that would immediately give 100 tu.
It's simple, isn't it? It should also be interesting and varied. But I saw it only in x-files and only 1 time. I want to fix this, at least for myself anyway, but I hope somebody help me.
Since the game is full of other drugs that give anything, but not the time, I decided to fix it.

I decided to edit combat drugs.
items:
  - type: STR_COMBAT_DRUGS
    medikitActionName: STR_INJECT
    costUse:
      time: 1
      health: 1  (We will lost 1 hp for each use)
      stun: -50
      morale: -50
      mana: -50
    costThrow:
      energy: 6
      time: 40
    flatRate: true
    isConsumable: true
    flatUse:
      time: true
      health: true
    recoveryPoints: 1
tags:  (The tag is what the script will use)
      WM_IS_WACKY: 1

Here is the script from x-files
 code: |
          var int temp;

          item.getTag temp Tag.WM_IS_WACKY;

          if neq temp 0;
            # debug_log "healUnit: applying wacky medikit, skip normal effects completely";
            set medikit_action_type 0;

            target.getTimeUnits temp;
            add temp 55;
            target.setTimeUnits temp;

            target.getEnergy temp;
            add temp 50;
            target.setEnergy temp;

            return;
          end;

          # debug_log "healUnit: not wacky...";
          return;

I tried to add this to my script file and to the Yankes_Scripts. It just doesn't work. Why? I dont know. I never wrote scripts, I never made mods until yesterday.

2
Help / Need help with sub mod / error when editing deployment
« on: June 12, 2022, 05:00:30 pm »
Hello, I want to edit the FUEGO transport. There are only 12 soldiers there. This is very little. And there are a lot of places in transport. I already need to raid the bases, but with 12 units it is very difficult to do this (enemies in the base are under 60).
I created a sub mod: FUEGO_more_unit_capacity
It shows a modified number of soldiers, but they do not appear in the vehicle.

Rul
crafts:
  - type: STR_FUEGO
    soldiers: 16
    vehicles: 16
 Need to edit deployment
so
crafts:
  - type: STR_FUEGO
    soldiers: 16
    vehicles: 16
    deployment:
      - [12, 4, 1, 2]
      - [12, 5, 1, 2]
      - [11, 4, 1, 2]
      - [11, 5, 1, 2]
      - [7, 4, 1, 6]
      - [7, 5, 1, 6]
      - [8, 4, 1, 6]
      - [8, 5, 1, 6]
      - [8, 3, 1, 6]
      - [8, 6, 1, 6]
      - [8, 4, 2, 2]
      - [8, 5, 2, 2]
      - [8, 3, 2, 2]

for ex. add only 1 dep sor soldires - [8, 3, 2, 2]

I thought that I was wrong and I need to change
useAllStartTiles: true on useAllStartTiles: false
But no.
So i think i need copy all but change soldiers/vehicles and deployment: but no. Error only in eding deployment. All time.
I tried changing the numbers ([8, 3, 2, 2])but it never helped. I've spent 6 hours already and still haven't found a solution to the problem.

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