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Topics - Nord

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OpenXcom Extended / Miles and more
« on: August 13, 2021, 10:04:46 am »
I also have no idea how much a mile or a knot is... I'm from Europe... that's why I added conversion to kilometers and to km/h.
By the way, nautical miles are not equal to american mile. It is a meridian length of one arc minute size. Useful for those who navigate over the globe. But hard to understand to surface people. :)
Nevertheless I prefer kilometers too.

Help / Script access to builtInWeapons.
« on: August 09, 2021, 09:18:28 am »
Continuing this discussion:,9992.0.html

I managed to create an item, which represents shield power. It is built-in in armor, and updates each turn.
But now i want to update it each time the unit is hit. And i can not gain access to this item from "hitUnit:" script hook.

Is this even possible?

OpenXcom Extended / [DONE] Scripts and burning man question.
« on: August 09, 2021, 07:55:58 am »
Is there any hooks, variables, commands, etc in scripts, to acquire status of unit: on fire or not?

Help / Damage type in Ufopedia
« on: July 21, 2021, 04:23:04 am »
Now, if an item have both "damageType:" and "ResistType:", ufopedia uses last one. Can i somehow display first one instead?

Help / Skill script question.
« on: July 14, 2021, 06:21:39 am »
Hi. I am stuck with a question.
I have psi-amp for skills:
Code: [Select]
  - type: STR_WEAPON_2
    battleType: 9
      IS_SKILL: 1 #mental
and soldier skill, based on that item:
Code: [Select]
  - type: STR_STOP_SKILL
      SKILL_ID: 17
      time: 5
    targetMode: 14
    compatibleWeapons: [STR_WEAPON_2]
    checkHandsOnly: false
When i use
Code: [Select]
      - offset: 15   #Always success for inspiration etc.
        code: |
            skill.getTag skill_id Tag.SKILL_ID;
i get skill_id=17.
But later, when i use:
Code: [Select]
      - offset: 7   # for scripted items(Fright, Inspiration)
        code: |
          skill.getTag skill_id Tag.SKILL_ID;
i get skill_id=0

Question: WHY?

OpenXcom Extended / [Request] key pressed script hook.
« on: July 13, 2021, 08:54:58 am »
As written, it will be useful to have possibility to use script-based keyboard actions.

First, it was an idea of some kind of report about unit shield power. If it can not be done by some bar or number in stats/mine screen/inventory, then it must be done with flash messages.

But then i found it very potent in other cases.

What do you think?

Help / Two enemy units, one research.
« on: July 07, 2021, 08:16:06 am »
I think i'we allready asked that, but can not find.
Is there a way to capture two different aliens as two same geoscape aliens, like dead bodies with "corpseGeo"?

Help / Random fuse time.
« on: August 29, 2020, 10:49:37 am »
Is there any combination of
"fuseType", "fuseTriggerEvents" and "specialChance"
, that will allow to create grenade, exploding in a random turn? Like throw and maybe it will bang in your hand or maybe after 10 hours. Or at least that can explode or not explode after timer runs out.
All i can get now is a grenade, that explode immediately after throw with random chance.

OpenXcom Extended / [Not issue]Mana expirience by shield hit.
« on: June 10, 2020, 11:26:43 am »
Like i see, damage dealt to unit's shield brings no expirience. Because of final damage=0, i think. At least no mana expirience. Dont know what can be done here, though.

OpenXcom Extended / How SmokeThreshold work?
« on: June 01, 2020, 07:50:41 pm »
I have put
Code: [Select]
SmokeThreshold: 1000 to the explosive weapon, but it creates smoke anyway. So how can i remove smoke result from explosive?

OpenXcom Extended / How "builtInWeaponSets"work?
« on: April 29, 2020, 08:04:10 am »
How the game choose which set to use? Because i am gaining the last set from list  almost every time(in quick battle).

I desperately need another way of detecting alien bases. Maybe it iss possible to add functionality of sightRange to X-com bases?

Open Feedback / Maybe bug with manufacturing.
« on: April 13, 2020, 02:24:18 pm »
No bug reporting theme on a whole forum, so put it here. Too lazy to register  on github, sorry.
If one want to produce a craft, using another craft as material (in a mod, of course), like craft upgrade or something, will need two hangars to start manufacture. Then one hangar will go empty again.

OpenXcom Extended / [Question] Mind probe script hook?
« on: March 25, 2020, 11:27:56 am »
Is any script hook triggered when mind probe is used on target? I want to use mind probe as scripted item in skill, but not sure if it is possible.

OpenXcom Extended / [Suggestion]Random in recolorUnitSprite
« on: March 22, 2020, 07:25:01 am »
Is it possible to add  access to "BattleGame.randomRange" or any other random in script hook "recolorUnitSprite"?

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