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Topics - Cooper

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Help / How to make a "rescue the VIP" mission?
« on: December 02, 2023, 06:33:13 pm »
Is this possible somehow?

I want to make a mission were the way to win is if the player grab an item (named "unconscious VIP"), and return it to the craft.

Thanks for any help!

Help / Inventory civilian sprites somewhere?
« on: May 10, 2023, 08:41:07 pm »
In UFO: Alien Takeover, the mod I am working on, the soldiers has been replaced with common citizens. So I have replaced the battlescape soldier sprites with civilian looking sprites, but the inventory screen sprite is still the same vanilla soldier sprite. I don't have skills to make an inventory citizen picture, so is there maybe some sprites somewhere on the forum or in some mod that can be used as a starting point?

Help / Game freeze sometimes when using invisible units
« on: December 11, 2022, 12:14:19 pm »
In the mod I'm working on I have the possibility to use certain captured aliens as our own units - as slaves.
The idea is that they can walk around and rarely be recognized as an enemy because other aliens think it is one of them.

To achieve this I use  loftempsSet: [ 100 ] on the armor. It works great and the unit is only occasionally seen by the aliens.

However when testing this for a while, the game occasionally would freeze. Probably the aliens get confused when they are not able to walk somewhere and don't know why because they cannot se the unit. This is so sad because I really really loved this part of my mod.

Any idea on how to fix this? I tried a few other loftempsSet numbers but it did not help much.

Help / Spawning a small unit from a big unit
« on: December 03, 2022, 06:22:18 pm »
I'm using spawnUnit to spawn a 1x1 unit from a 2x2 unit. This gets a little buggy because of the size change. Is there any way to make the game less confused when spawning a small unit from a big?

Help / objectiveFailed also on loose mission?
« on: December 02, 2022, 12:14:53 am »
When using this code, the debriefing screen only after aborting gives -500 points, but if loosing the mission  I just get "Craft is lost" and  not -500 points. Is there a way to get this in both abort and loose situations?

objectiveFailed: [STR_TERROR_MISSION_LOST, -500]

Help / Adding items to the UFO breaks Elerium recovery?
« on: November 22, 2022, 10:07:35 pm »
Ive added some items to a UFO floor like this:

      name: UFO_110
        - BLANKS
        - U_EXT02
        - U_WALL02
        - U_BITS
        - U_PODS
        - U_DISEC3
        - UFOL83
        - name: UFO_EX1
          width: 10
          length: 10
              - [7, 3, 0]
              - [7, 3, 0]

However this causes Elerium not to be recovered anymore! Is this a bug? Any way to fix this without removing the item?

Troubleshooting / 1.0.518a651-dirty
« on: October 10, 2016, 07:30:12 pm »
Hello everyone!
After a few months break from openxcom Im finally back. However I ran on to this problem on my fresh installation. Does it mean something is wrong with the installation?

Work In Progress / Parts of available here
« on: August 09, 2016, 01:54:06 am »
Could not find that this have been mentioned before, so I wanted to mention that even if is down, it is still possible to access parts of the site here:

Seems like the ruleset reference is not available, so I uploaded it here (from ‎‎mars 26. ‎2016).
To open it, just change it from .doc to .html OR just click "open With" and choose your web browser.

Work In Progress / Multiple HE projectiles
« on: July 23, 2016, 08:44:37 pm »
I've created a cool weapon, using multiple "shotgunPelles" and HE damage. It's working most of the time, but sometimes it causes a crash. Not sure why. Has anyone tried the same thing, and figured out a way to make it work 100% of the time?

Suggestions / String for damagetype 0
« on: June 28, 2016, 12:36:36 am »
Damagetype 0 is not really used, so is a nice option for modders to create an additional type of damage. However, changing the name/string of the damage type is problematic. It is now called "Unknown", the same as the status on a research project that has just been started, and its not possible to change one without changing the other too. So is there any chance there could be made a unique string for damageType 0?

Playthroughs / Finished in less than 2 hours
« on: June 22, 2016, 01:35:32 am »
I wanted to see how fast I could complete vanilla OXC, turned out 1 hour and 49 minutes was enough  :o (Beginner difficulty) Could have done it even faster if the stupid snakemen did not attack my base shortly before I went to mars. I also wasted some time researching and manufacturing armor, which was not actually needed.

Anyone else tried to do a superfast playtrough?  ;D

Suggestions / Shade in base missions from geoscape?
« on: June 16, 2016, 12:14:06 am »
How about making it possible for modders to get the shade from geoscape in base defense/alien base assault missions? Would make above-ground bases more realistic if the base would actually be dark when its night and bright when its daytime. :)

I tried "shade: -1" and it gave the opportunity to adjust the shade in the mission generator, but had no effect in game.

Work In Progress / markerName for Alien Base
« on: June 10, 2016, 06:28:15 pm »
Is the markerName function not supposed to work on Alien Bases? Applying the code below, but the base still gets named "Alien Base-1".

Code: [Select]
    markerName: STR_TEST

  - type: test
         STR_ALIEN_BASE: 100
    targetBaseOdds: 100
    useTable: false

Released Mods / [EQUIPMENT] Airsoft Pistol
« on: May 21, 2016, 01:50:25 am »
This mod adds a Airsoft Pistol with damage of 0 as a tactical item to the game.

Whats the point?

The Airsoft Pistol can be used for two different purposes:
1. Reaction fire training. If you manage to disarm the aliens, equip your soldiers with Airsoft Pistols and let them train their reactions as long as you want, without killing the aliens.
2. Defense against mind control. Fool the aliens by giving it to your psi-week soldiers! The mind controlled soldier will then try to kill your soldiers using the Airsoft Pistol, even if there is another gun in the backpack. (but get rid of your grenades!)

Sprites are taken from the "Equal Terms v1.0" mod, created by KingMob4313

Click here to download.

Suggestions / Editing use-item text
« on: May 07, 2016, 03:11:56 am »
It would be really nice if it was possible to edit the use-item text ("Use Medi Kit", "Snap Shot" etc)

For example, the text "Use Medi Kit" does not fit very well to items like bandages and tranquilizers.

Something like this would be nice then:

  - type: STR_BANDAGE
    textUse: STR_USE_BANDAGE


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