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Topics - Nord

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1
OXCE Suggestions NEW / [Suggestion] Power bonus for gun, not clip.
« on: July 23, 2024, 06:32:54 pm »
I think that "damageBonus" must work when described in weapon definition. If clip have it too, then gun one must prevale.

In fact, it will be great to have overwriting for "power", so a special weapon using standart ammo can make more (or less) damage.

But "damageBonus" for clip seems unnecessary, while for weapon - logical.

2
OXCE Support Y-scripts / [Question]Max ammo?
« on: July 21, 2024, 01:44:40 am »
As i see, there is no way to access weapon (or clip) maximum ammo quantity through scripts. Is that true?

3
Help / Dotted facility sprites
« on: July 16, 2024, 09:50:05 pm »
When base facility is under construction, it is drawed using "spriteFacility" over dotted sprite from basebits. But how to determinate which dotted sprite will be used? is it some kind of "spriteShape"+n? Or hardcoded?

4
Help / Battery-powered shotgun?
« on: June 14, 2024, 09:47:30 am »
Is it possible to make a weapon be a shotgun if ammo is not shotgun-type? I.e. ammo definition does not contain "shotgunPellets" etc.

5
As for now, 2x2 modules use only spriteShape sprite. Some kind of "lower level" for buildings. But in mods there can be high 2x2 modules, so facility builded higher than 2x2 (1 tile to the north) can "overdraw" part of 2x2 building. In vanilla it can not be, because all basebit sprites are "short", but in mods we can get ugly mix.

So, suggestion: use spriteFacility for 2x2 buildings if it is set.

Thanks.

6
Help / baseDefenseMapFromLocation example.
« on: May 27, 2024, 12:10:56 am »
Has anyone already played with baseDefenseMapFromLocation?
Is there an example of using this feature?
Thanks.

7
Help / Palette converter?
« on: April 21, 2024, 07:52:54 pm »
Hi.
Anyone know how to convert photoshop/gimp/any other modern palette format to UFO palette? Or maybe to palette ruleset?
If no - maybe someone have full (256) ruleset list for geoscape colors?
Thanks.

8
As players of my x-chronicles mod have seen, multi-stage mission cause ctd when i use "addCraft" in a mapScript of the second stage. (In a past it was maked through addUfo for xcom units placement, but it was too bugged)
Why i think, that this can be a bug? Because if i start quickbattle of that map(of second stage) - all works fine. If i start quickbattle of first stage, and then proceed to second - ctd repeats. No matter which craft i use.

9
OXCE Suggestions NEW / [Suggestion]max stats for transformation
« on: March 14, 2024, 09:14:36 pm »
To the point: add "requiredMaxStats"
similar to "requiredMinStats".
Please, if not too complicate.
Thanks.

10
OXCE Support Y-scripts / [Suggestion/question]Geoscape script hooks?
« on: February 28, 2024, 06:34:03 pm »
No? Not a single one?
Like , say, "recolorTexture" or anything other?

11
The X-Com Files / Kitsune image uplift
« on: February 19, 2024, 12:40:54 am »
Looked at kitsune and think that it can need some rework. Here is slightly modified terrain and map, for more slim look, if you want.

12
OXCE Support / Commendations: totalWins and missionTypeFilter
« on: January 12, 2024, 04:18:27 pm »
As written in "Ruleset Reference Nightly", "totalMissions" can be used with "missionTypeFilter".
But does "totalWins" works with "missionTypeFilter"?

13
OXCE Support / [Solved] Healing healthy.
« on: October 22, 2023, 11:10:22 am »
If a unit have some fatal wounds but 100% health, then healing him does not remove fatal wounds.

14
Is it possible to allow "corpseBattle" items of non 11 type?
 It will be useful first for units that spawn someone on death.

15
Looks like "specab" does not work, if unit's armor have not only "corpseBattle" but "corpseGeo" too, and geoscape corpse item have no "power".
I can add power to geo corpse, but it will make different units explode with the same strength, and this is not good.

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