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Topics - pjlasl

Pages: [1]
1
Help / Limiting the weapon a soldier can carry
« on: January 17, 2022, 12:35:42 am »
Is there a way to only allow a unit/soldier to only carry a particular type of weapon?

For example, Say I wanted a new soldier type I'm creating to only be able to carry a pistol. If I tried to assign a rifle at the beginning of a battlescape or try to pick up a plasma weapon, I couldn't.

2
Help / SpecialWeapons Question [Solved]
« on: January 15, 2022, 05:54:47 pm »
I am trying to learn how to use the specialweapons property.
I have added a couple different ones and they show up in the ufopaedia, but I am not sure how to access them in the battlescape.

Can someone help?

3
Help / metadata.yml documentation [SOLVED]
« on: January 03, 2022, 07:07:33 pm »
I have tried to search for documentation that explains the different properties and their definitions in a metadata file but I haven't had any luck.

Can someone point me to some documentation?

4
Work In Progress / [WIP] Alien Navy Revisited
« on: January 02, 2022, 07:26:55 pm »
I found the Alien Navy mod and it appears to have been discontinued by the original authors (Duke Flacon & Noel Buddy). I really like what it included so I decided to bring it back and update it to work with the latest OXCE version.

Mod is still WIP, but available for download: https://openxcom.mod.io/alien-navy

Currently working on:
- Probe Improvements
  - Movement and Death sounds
  - Death explosion
- Crabman Improvements
   - Melee Sound



5
OXCE Support Y-scripts / [Solved] constantAnimation question
« on: December 31, 2021, 04:55:15 am »
Hi,

I am trying to learn how to add "floating" units so I decided to use the BETA alien found here: https://openxcom.org/forum/index.php?topic=4960.0

When I load the unit in game, you can tell it has what should be particles below it. I tried enabling the constantAnimation: true, but it doesn't work.

here is a snippet of my code, can someone tell me what I'm doing wrong?

Spoiler:
armors:
  - type: STR_BETHARIAN_ARMOR0
    spriteSheet: BETHARIAN.PCK
    spriteInv: BETHARIAN_INVENTORY.SPK
    corpseBattle:
      - STR_BETHARIAN_CORPSE
    frontArmor: 15
    sideArmor: 12
    rearArmor: 14
    underArmor: 12
    drawingRoutine: 2 # FLOATER DRAWING ROUTINE   
    movementType: 1
    constantAnimation: true
    damageModifier:
      - 1.0 # DAMAGE TYPE - NONE
      - 1.0 # DAMAGE TYPE - ARMOR PIERCING
      - 1.0 # DAMAGE TYPE - INCENDIARY
      - 1.0 # DAMAGE TYPE - HIGH EXPLOSIVE
      - 1.0 # DAMAGE TYPE - LASER
      - 1.1 # DAMAGE TYPE - PLASMA
      - 1.0 # DAMAGE TYPE - STUN
      - 1.2 # DAMAGE TYPE - MELEE
      - 1.0 # DAMAGE TYPE - ACID
      - 0.0 # DAMAGE TYPE - SMOKE
    loftempsSet: [ 1 ]



6
Help / UFOPAEDIA Images [Solved]
« on: December 26, 2021, 09:46:11 pm »
I am curious if the images used in the UFOPEADia are cached...


I added an image to my game and it loaded fine. So I went back to it and made some changes to the image (colors, etc) but when I load the game, it is still showing the original image.

I tried to rename the file and it still didn't work

7
Help / New Alien Deployments [Solved]
« on: December 24, 2021, 06:06:33 pm »
I have been successful in loading my new unit into the game and I can play against them in the Battle Mode.
I see that I need to add them to the alienMissions and here is an example of that "Pink Sectoids":

Spoiler:
alienMissions:
  - type: STR_ALIEN_RESEARCH
    raceWeights:
      0:       
        STR_SECTOID: 40
        STR_PINK_SECTOID: 30
        STR_SNAKEMAN: 10
        STR_FLOATER: 20
      1:
        STR_SECTOID: 30
        STR_PINK_SECTOID: 30
        STR_SNAKEMAN: 10
        STR_FLOATER: 30
      3:
        STR_SECTOID: 20
        STR_PINK_SECTOID: 30
        STR_SNAKEMAN: 10
        STR_MUTON: 20
        STR_FLOATER: 20
      6:
        STR_SECTOID: 10
        STR_PINK_SECTOID: 10
        STR_SNAKEMAN: 10
        STR_MUTON: 40
        STR_FLOATER: 30
      9:
        STR_SECTOID: 20
        STR_PINK_SECTOID: 10
        STR_SNAKEMAN: 10
        STR_MUTON: 30
        STR_FLOATER: 30

Can someone explain how these work? I tried to make them 100 and remove the others (I did this for all missions) and that didn't work. What am I doing wrong?

8
OXCE Support / [Solved] OXCE vs OpenXcom images
« on: December 24, 2021, 07:00:48 am »
I am learning how to create a new unit and I have come across something interesting. I have a corpse image I am adding to BIGOB and it is a .png.
Under OpenXcom everything works great, but under OXCE it says I can only use 8bit images.
I converted that image to a .bmp 256 color and now the game loads, unfortunately under OXCE this images looks horrible and it lost its transparency in game.
Can anyone provide some guidance?

* edit: I did find a modding tools website that corrected the image palette, but the background transparency is still there in OXCE.

9
OXCE Support / [Solved] Folder Suggestion (portable installation)
« on: December 22, 2021, 06:36:18 pm »
It would be really nice if we could change the location of the folders. Having the folders hardcoded to my documents prevents me from making this portable (ie loading everything on an external hardrive).

10
Programming / Nightly Updater
« on: July 08, 2015, 09:05:45 pm »
I started to build a tool for those of us that like to stay up to date with the latest nightly releases.

It is still in alpha mode, but here is what I have left to do:

1. Data Retrieval
     A. Retrieve list of nightly zip files
     B. Retrieve description of nightly zip files

2. Display
     A. Display nightly versions
     B. Display description of nightly version when selected

3. Functionality
     A. Download File
     B. Provide Backup option of current installed version
     C. Install Nightly
     D. Include Settings for Proxy

4. GUI
     A. Look and feel

Version 1.0 (Available for Download) See below  :) I need testers


11
Work In Progress / remove dependency to something
« on: July 05, 2015, 08:36:42 pm »
I just started looking into modding and looking how things are done, and I wanted to know if I could remove an item's dependency for research.

In my little playground, I am trying to remove the dependency laser pistol has on laser weapons.

in my .rul file i have something like this:

research:
  - delete: STR_LASER_WEAPONS
  - name: STR_LASER_PISTOL
    cost: 100
    points: 10
    needItem: true

It isn't working...My guess it is still pulling in the dependency from the xcom1ruleset file...correct?

Any help would be greatly appreciated.

Thanks!

12
Translations / PT-BR Translation for XCOM1
« on: June 30, 2015, 11:48:12 pm »
I finished all the untranslated entries except for 2.

Unfortunately there are two entries that I cannot complete, because it won't allow me to save  :(

https://www.transifex.com/projects/p/openxcom/translate/#pt_BR/x-com-1/51221060?translated=no

Any suggestions?

13
Troubleshooting / Mod order of precedence
« on: June 28, 2015, 08:07:43 pm »
I began playing openxcom using build: " git 2015-06-21 18:09" with the following mods:

  - xcom1
  - UFOextender_Starting_Avalanches
  - XcomUtil_Improved_Heavy_Laser
  - XcomUtil_Skyranger_Weapon_Slot
  - XcomUtil_Starting_Defensive_Improved_Base
  - LukesextraUFOs
  - TERRAIN PACK v3.7
  - Thunder
  - HQSounds 1.0
  - ImprovedHandObsPack1.2
  - CULT
  - anthropod_alien_1.5_OpenXcomMOD
  - gazer_alien_1.7_OpenXcomMOD

I have seen and love the new terrains, but I have yet to see new UFO (from luke's) or any of the new aliens.

Is there a order of precedence when these mods are loaded? Should I re-arrange them?

Any help would be greatly appreciated!




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