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Topics - Wolfstarr

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OpenXcom Extended / [SUGGESTION] flySound - only when unit is flying
« on: December 16, 2018, 05:49:08 am »
Would love to be able to config different flying sounds for units depending on whether they are flying or walking :)

Help / HWP 1x1 Unit won't kneel :(
« on: December 16, 2018, 02:56:47 am »
So I'm working on a soldier sized HWP unit (robot) but when I select the kneel prompt when testing it won't switch to the kneel sprite and remains standing.  In order to test this out I've used the sprite for standard flying armor to see if I can get it to work.  I'm using the latest version of openxcom extended.

I've looked over other mods and tried a couple of tweaks to the ruleset but alas nothing :(

Any light people could shed on this? (I've attached my ruleset)

Thanks in advance!

EDIT: I've attached a sheet of what I'm expecting to see, it is a modified solder routine with only the legs animated so I can use the kneeling and flying states separately.  The flying bit works fine its the kneel state that isn't.

Help / Different move sounds for Flying / Walking?
« on: November 24, 2018, 04:39:17 am »
Hello everyone,

Was wondering if it is possible to assign different move sounds to a unit in OXCE which can change depending on if it is floating or whether it is walking? E.g. if a unit used a jet pack for example you wouldn’t want the normal walking sound to play.

If not is this something I could request somewhere?

Thanks in advance! :)


Resources / One Stop Shop for Sprite Rips :)
« on: November 23, 2018, 01:53:19 am »
So wanted to share all of the sprite rips I have been doing recently in one place :)

First up is a giant spider from the GBA game, Harry Potter and the Chamber of Secrets.  It has more than 5 frames of animation so having trouble getting it in the HWP template.

If you get it looking nice, please share :)

Work In Progress / [WIP] X-Com: Nemesis
« on: November 23, 2018, 12:44:39 am »
X-Com: Nemesis

A new global agency setup to deal with the sudden increase in alien activity on Earth may have more than one enemy to contend with to ensure the survival of the human race.

So have been lurking in the background on the forum for a while now and really wanted to get back into the modding scene and finally took the plunge with OpenXcom Extended rather than sticking to vanilla.  I love all of the work others put in here and so wanted to contribute something myself :)

I've also spent a great deal of time ripping sprites from other places which is soooo time consuming.

First up in the mod is the Apex ...  This race is inspired by the predator films and spawns another unit upon death of the cloaked one.  The cloaked sprite is one kindly borrowed from X-Com Files with the main sprite being an amalgamation of the mutons from Xeno Operations.  I created the death animation of the unit cloaking myself.

A video is posted below for those who want to see it in action.  Excuse the audio in the background ... I am a noob with OBS!

I've also got a really nice spider sprite (ripped from a Harry Potter GBA game) but it has 11 frames of animation and struggling to get it to animate correctly in game ... any helpers willing to take up the challenge?



Version 0.0.1
  - Nighthawk HWP added (50%)
  - SWARMM race added (0%)

Tools / HWP Assemble! - Combine HWP sprite frames back into original image!
« on: November 17, 2018, 03:15:32 am »
So after seeing some of the amazing art people have produced here I wanted to have a go at editing them myself so using the files generated by falko's tool online I created a web page format that reassembles the disassembled openxcom frames back into an editable image :)

All that is needed is to copy the tiles (32px by 40px) into the hwp_frames folder and the webpage will combine them into the main div and then by the power of javascript it outputs a saveable image in the lower part of the screen. This is for the Sectopod animation routine at the moment.

Not sure who the original sprite belongs to that I've used in the attached example.

Hope this is of use to people!



Help / Some random questions
« on: June 08, 2018, 03:29:46 pm »
Hi everyone,

Me again :) hopefully another quick one:

1. With the nightly, can we set a unit to have multiple aggro sounds?
2. Does this “&” thing in a rule set copy stats from another place in a rule set?

Thanks in advance!



Help / Multiple weapons on living weapon?
« on: June 04, 2018, 04:59:02 pm »
Hopefully another quick q :)

Is it possible to put 2 weapons on a living weapon using the nightly build? I.e. gve a chrysallid a ranged and melee attack?

Guessing I can use built in weapons rather than the living weapon tag?

Cheers SQ

Help / Porting TFTD craft to OXC
« on: June 04, 2018, 04:24:09 pm »
Quick q I want to use the Triton as a ship in UFO OXC Nightly ... can I just use the relevant terrain, map, etc files and then make it available in the ruleset? I get the palette will be off but was just wondering :)

Cheers SQ

Help / Constant animation for Sectopod Routine?
« on: May 19, 2018, 02:19:16 am »
Hi everyone,

Any tips on how I can set a unit using the sectopod animation drawing routine to have a constant animation? I can see some rulesets have scripts within their armor routine and wondered if it was something I could replicate?

Warboy, if you read this the helicopter animation routine you added works like a charm in the nightly :) Now have a helicopter patrolling my maps lol

Cheers All :)

Help / Custom Mission Help :(
« on: May 15, 2018, 11:14:22 pm »
Hello everyone,

Still tinkering around with vanilla 1.0 and thought I would try my hand at a bit of custom missions.

I've taken apart a few other mods to try and figure this out but FML I can't get it to spawn the custom mission.

Any advice from you experienced modders would be greatly appreciated! - I've attached my .rul file :)



Help / Change the active unit indicator? Yellow arrow above unit
« on: October 16, 2017, 02:59:53 pm »
Hi all, does anyone know which pck file this is stored in? :)

Thank you!

Resources / Terminator universe units
« on: October 10, 2017, 12:38:39 am »
Extracted terminator resources from a galactic battlegrounds mod :)


Offtopic / Look what I found in the attic :)
« on: September 11, 2017, 09:33:35 am »
Totally forgot I tracked this down years ago on eBay the Diane Duane novel on XCOM!.

Honestly can't remember the plot of the book so at have to dig in!

Work In Progress / [WIP] Sentry Gun
« on: July 08, 2017, 01:58:10 am »
So I saw an older thread about some sort of Sentry Gun which utilised limited time units I thought I would try something out, tonights experiment is the Overwatch Sentry Gun system.

Currently I have a sprite which is a combination of the scout drone tank tracks and a turret sprite from another game and it doesn't look too bad.  Through in a drone gun sound from Aliens and hey presto!

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