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Topics - Nord

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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.

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.

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?

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.

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"?

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.

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

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.

OXCE Bugs / [FIXED] "Not enough mana" flash message from enemy.
« on: October 07, 2023, 02:53:17 am »
When an enemy has enough time to reaction fire, but not enough mana for use his mana-requiring weapon, we will receive flash message "not enough mana" with each step of our soldiers (visible to that enemy).
Not sure, is it a bug or a feature. :)

OXCE Support Y-scripts / Scripthooks for burning and smoke damage.
« on: September 14, 2023, 08:37:11 pm »
Hi. I have a pair of questions:
1. Which ScriptHook is used when fire damage ignites a unit? (So we can influence this process?)
2. Which ScriptHook is used for stun damage from standing in smoke?

Because "HitUnit", as i see, does not work.

So, as mentioned here, if i add this script to the armor definition:
Code: [Select]
    scripts: #glowing of golden stripes
      recolorUnitSprite: |
        var int color;
        var int temp;
        var int flash_color 1; #gold
        set temp 0;

        get_color color new_pixel;
        if eq color flash_color;
          set temp anim_frame;
          wavegen_tri temp 16 19 15;
          mul temp -1;
          add temp 8;
          limit_upper temp 2; # For non-black glow
          add_shade new_pixel temp;
        return new_pixel;

It will work, producing nice glow of golden suit parts. But hair recolor of this unit stops function.
What am i doing wrong?
(i know that men have wrong hair color, it will be fixed. But women's hair must work properly)

Now, when facilities can detect alien bases each hour, a popup on detect success will be useful. Similar to "ufo landed" window.

Is there some way to gain attributes of shooting unit when "spawn-gun"(any weapon with "spawnUnit") is used?
My idea was to use global variable, set when gun shoot and used when unit creates. But no script hook on missing shot, as i can see.
Maybe another way?

OXCE Support / [question] More than one prisoner type.
« on: July 04, 2023, 07:09:51 pm »
Can i use prison facility for more than one prisoner types?
Code: [Select]
    prisonType: 1,3

[SUGGESTION]Question about funding.

Why countries with zero alien activity rise x-com funding at the end of month? Is it more logical, that they will not change their payments, because we do not do anything?

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