aliens

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - efrenespartano

Pages: [1] 2
1
OpenXcom Extended / [SUGGESTION] Priming grenades sound
« on: April 26, 2021, 06:50:01 am »
Howdy!

I'd like to make a (i hope) small suggestion for a new addition: a priming sound for grenades (battleType: 4)!
My ideas for it are basically having a small "ping!" when you prime a Frag, a tic-tac sound on a TNT pack or a lighter starting fire on the cloth of a Molotov!

Example below

Code: [Select]
items:
  - type: STR_GRENADE
    explosionHitSound: 50
    primeSound: 51
    tuPrime: 20

I hope this may be useful for other modders besides me and i hope this may be easy to implement. Thanks in advance!

2
IDT Modding Hub / [OXCE][WIP][DLC] UNEXCOM: Bureau 11
« on: April 08, 2021, 02:51:14 am »
UNEXCOM: Bureau 11

The year is 1961. The Cold War between the United States and the Soviet Union is at its heist. The espionage and counter-espionage has become a common activity for the intelligence services of both world powers. But... there is something that is different. Recent strange phenomena, missing persons, crop circles... there is an increase in unknown activities, carried by unknown individuals. The intelligence agencies scramble to investigate them and try to find if the enemy is behind. A branch of the CIA is tasked to find the truth. This group is known as Bureau 11.

This DLC is a prequel of the mod for OpenXcom, UNEXCOM. Set in the same timeline, but a decade before, this story is full of secrets and unknown dangers. We have been working on this since November, the progress is slow and steady (mostly due real life work). Our plan is make a release as soon as the Act 1 missions are done. 

Based on the original ideas of Ace009, made by Brother^2 and efrenespartano.


Code: [Select]
Credits by name:
*Ace009: original background idea
*Alex_D: Cadillac El Dorado sprites and ruleset
*Andr: original creator of F-104 Starfighter, Beretta M12, AR-15, Sawed-off Shotgun, Winchester M1897, Flask, Field Dressing, Cigarettes, Medical Pouch
*Brother^2: lead design, ruleset creator
*efrenespartano: lead design, sprite & ruleset creator
*Dioxine: M79 Thumper sprites
*RamoZ: D17, B11 and US Army rulesets
*Hans Woofington: B11 and US Army unit sprites
*The Martian: D17 unit sprites
*wolwerin: Alien Lasers, Model 1900, sprite creator

3
IDT Modding Hub / IDT Padawan Showcase
« on: February 12, 2020, 04:43:25 pm »


At IDT, one of our motivations is to teach new modders the fine art of creating mods and to return some of the love we have received in the community.

On the Discord server, several new creators have shared their latest mods. Now, this is a place to immortalize them!


Energy Rifle mod!

Made by Ryzenator, brings a new DEW weapon capable of stunning even the toughest enemy


Sharkquanaut Combat Divers!

Created by Hans Woofington as a submod of TWoTS, adds a powerful race of anthropomorphic sharks to fight alongside you!



4
OpenXcom Extended / [Suggestion] powerRangeIncrease
« on: January 27, 2020, 04:43:42 pm »
Hi, folks!

Got a suggestion. powerRangeReduction is useful to limit the damage of certain weapons (Shotguns and pistols comes to mind) to a defined range. But, how about an increment of damage?

Instead of losing power at X number of tiles beyond powerRangeThreshold, the powerRangeIncrease would mean that a fixed power bonus is applied UNTIL the powerRangeThreshold. Let's imagine an SMG:

Code: [Select]
  - type: STR_SMG
    compatibleAmmo:
      - STR_SMG_CLIP
    powerRangeThreshold: 15
    powerRangeIncrease: 5

  - type: STR_SMG_CLIP
    power: 30

This gun will inflict 35 points of damage up to 15 tiles, where it will decrease to 30!

Enviado desde mi LG-M400 mediante Tapatalk


5
OpenXcom Extended / [Suggestion] mapBackground image
« on: November 22, 2019, 03:53:58 pm »
Hello there!

I'm aware that is possible to define the mapBackgroundColor in alienDeployments.rul, is a very cool effect. But I would like to have an image as the background. Something like GEOBORD.SCR, but on alienDeployments.rul

Why? I'm working on space missions set in Low Earth Orbit. And I want to replace the infinite darkness of the mapBackground with a space image, full stars. Something like the background of the Space Platform maps on StarCraft.

I hope this could be doable.

EDIT: Small image attached as reference!



Enviado desde mi LG-M400 mediante Tapatalk

6
OpenXcom Extended / [Suggestion] Continuous wave laser
« on: August 19, 2019, 05:03:26 pm »
Hello there! I have a fairly simple suggestion, which I hope is just as simple to make.

I would like to make a laser that its beam is continuous, instead of pulsed (as is the original laser projectile). This means, that the sprite of the projectile extends from the weapon to the target, in a single beam.

Of course, not only lasers, but also plasma, electric weapons or flame throwers. It would be great on flame throwers!

I wouldn't want anything very elegant to bother the devs, maybe just repeat the same sprite of the projectile again and again to give this effect.

Thanks in advance! :D

Enviado desde mi LG-M400 mediante Tapatalk


7
Help / Any weapon balance tips?
« on: May 10, 2019, 06:53:20 pm »
Hola, amigos!

I have not had much free time to work on sprites or new rulesets, but I've had some spare time in my bus trips between school and work to try to balance the weapons of the mods I work on using QuickEdit on my phone. And now I have some questions:)

1.- What number of tiles are Close Quarters?  My guess is that it can be between 3 and 5, but I'm not sure.  (to correctly define accuracyCloseQuarters and closeQuartersMultiplier)

2.- With how many tiles would you define "short", "medium" and "long" range?  I want to make special emphasis on this, because I want each weapon to feel special and useful for its function, for example that SMGs and Pistols are great at close range, but useless at medium or long range.  (this to properly define maxRange, aimRange, snapRange and autoRange)

3.- Is it possible to use tuLoad and tuUnload in items defined with battleType: 2?  I want to make it faster to reload a pistol magazine with 10 shots than a LMG ammo box with 100 bullets.  Also, I want to use the same type of ammunition in various weapons and remove tuLoad and tuUnload from the weapons, to use them on the magazines. 

4.- Is it possible to use damageBonus on items marked as battleType: 1?  I have seen some examples in the ruleset of The X-Com Files and they are all in the weapon clips.

Thanks in advance!

Enviado desde mi LG-M400 mediante Tapatalk

8
OpenXcom Extended / [Suggestion] More types of smoke
« on: April 02, 2019, 08:33:48 pm »
Hi, everyone!

This theme has been dealt with before, but my question arises, would it be very complicated to add more types of smoke?

At the moment, there is only one type of smoke and one type of fire, I would like it to be possible to have more types to represent various environmental damages.

The_Funktasm suggested some possible uses for this new feature.

Ah. Too bad. Would've been interesting to try making stun damage leave a cloying stun damage form of smoke, or for plasma to leave its own form of fire. Or what I really was thinking of, the black fog from the original war of the worlds.

I would use it in particular to fill the battlefield with toxic gases of various colors, each representing a different type of damage (black smoke for the weapons of the Martians of my mod, orange smoke for mustard gas, green smoke for corrosive gas, etc.)

And it occurs to me that we could recreate a highly radioactive area full of green smoke.  ;D

Anyway, I hope it can be implemented and if so, it is not very complicated to add to the code. Thanks in advance!  ;D

9
Help / [SOLVED]How to apply alienItemLevels to allied soldiers?
« on: March 15, 2019, 01:04:47 am »
Hi all!

I am trying to understand how to apply the alienItemLevels to the soldiers that will accompany the player in new missions that I am working on. I understand how they work for aliens (after a lot of searching here in the forum and in the UFOpedia Ruleset Reference Page), but I do not really know how to apply it to civilians!

I share a bit of the code to illustrate them:

Code: [Select]
units:
  - type: STR_BRITISH_RIFLEMAN_NPC
    race: STR_HUMANS
    rank: STR_LIVE_SOLDIER
    stats:
      tu: 50
      stamina: 100
      health: 35
      bravery: 100
      reactions: 40
      firing: 65
      throwing: 50
      strength: 45
      psiStrength: 35
      psiSkill: 0
      melee: 20
    armor: STR_BRITISH_FIELD_UNIFORM
    standHeight: 22
    kneelHeight: 14
    value: 10
    deathSound: [44, 45, 46]
    intelligence: 6
    aggression: 0
    builtInWeaponSets:
        - STR_SMLE_MKIII
        - STR_SMLE_MKIII_CLIP
        - STR_SMLE_MKIII_CLIP
        - STR_WEBLEY_REVOLVER
        - STR_WEBLEY_REVOLVER_CLIP
        - STR_MILLS_BOMB
      -
        - STR_SMLE_MKIII
        - STR_SMLE_MKIII_CLIP
        - STR_SMLE_MKIII_CLIP
        - STR_BANDAGES
        - STR_MILLS_BOMB
        - STR_MILLS_BOMB
      -
        - STR_FARQHUAR_HILL
        - STR_FARQHUAR_HILL_CLIP
        - STR_FARQHUAR_HILL_CLIP
        - STR_MILLS_BOMB
      -
        - STR_FARQHUAR_HILL
        - STR_FARQHUAR_HILL_CLIP
        - STR_FARQHUAR_HILL_CLIP
        - STR_WEBLEY_REVOLVER
        - STR_WEBLEY_REVOLVER_CLIP
        - STR_MILLS_BOMB

The Farqhuar-Hill is an "experimental" rifle that the player needs to investigate to use it, so I want to define its use after a certain time so that the player does not find it in the hands of an NPC at the beginning of the game. A potential solution was this one that I wrote, the experimental rifle would start appearing after the third month:

Code: [Select]
alienItemLevels:
  - [0, 0, 0, 0, 0, 1, 1, 1, 1, 1]
  - [0, 0, 0, 0, 0, 1, 1, 1, 1, 1]
  - [0, 0, 1, 1, 1, 2, 2, 2, 3, 3]

Where do I place the alienItemLevels section? Is there a problem if I put this in the ruleset where I define the allied civilians and their weapons and define another alienItemLevels in another ruleset, along with the alien weapons?

Thanks in advance!

10
Help / [SOLVED] Help with "fatal error: vector"/soldierType flags
« on: March 07, 2019, 02:20:45 pm »
Hello there!

 I am testing my WW1 project on Android, using OXCE v5.3. I have twice found this error that says "A fatal error has occurred: vector". It happens in Battlescape, with the gasmask armor of the Soldiers mod and with some weapons from the GunpowderGuns mod. Of course the rulesets still have bugs, I'm still working on them, but this problem I don't know how to solve it, because the log file doesn't says anything.

The next question I have is: in the mod, I have different soldierTypes, one for each nation. I want to activate the flags, similar to The X-Com Files. With the first nation, the British, it worked perfectly. The problem is that with the Americans and Germans, the correct flag does not appear. Flags belonging to the British appear, instead. How do I resolve this?

Thanks in advance!

I'm attaching a Google Drive link with the two mods and a openxcom.log file, because the upload size limit in Tapatalk is around 20 MB

https://drive.google.com/file/d/1WMfZsTMT5LagC3f6vq6yAyjCFti_cdKZ/view?usp=drivesdk

Enviado desde mi Blade A510 mediante Tapatalk


11
OpenXcom Extended / [Suggestion] soldierType item restriction
« on: February 13, 2019, 10:28:38 am »
This idea arises from the need to restrict certain items, such as weapons, to certain soldierType. This option would be incredibly useful in mods where soldier classes are actively used, such as Luke83's mod, OXC Factions. The use I intend to give them is that I want to specify certain types of weapons for Stormtrooper soldiers. In particular, submachine guns and machine pistols. That would prevent other soldierType from using weapons designed specifically for these classes, which would encourage their use.  :D

I also intend to use it with the Medic class soldierType, which would use more specialized equipment (like field surgery kit or adrenaline syringes) than a simple medikit, which any soldier can use.

In another use, more focused on other mods, you could recreate the design of the XCOM EU2012 classes, assigning shotguns for the Assault class, precision rifles for the Sniper class, LMG for Support and more. IIRC, this has been a dream in the OXC community for a long time.

I hope it is not very complicated and that someone else, besides me, likes this idea. It would really be very useful in my project and in others that seek to divide soldiers into classes and give them their own weapons.  ;D

Code: [Select]
items:
  - type: STR_LUGER_ARTILLERY
    allowedsoldierType: STR_STORMTROOPER

12
Help / [GEOSCAPE] How to add new colors
« on: January 20, 2019, 06:23:24 pm »
Hello everyone!

I am working on a project where a terrain has a red texture. However, the Geoscape palette does not have enough red scales that I would like for the purpose I have. Is there a way to completely replace some color (like purple) or add a new color scale using rulesets?



Thanks in advance!

13
Help / [SOLVED] Const name already used
« on: November 29, 2018, 06:18:41 pm »
Hello there!

I'm testing one new ruleset and I got some weird crash, I haven't seen this before.

Code: [Select]
[29-11-2018_10-15-10] [INFO] Loading rulesets...
[29-11-2018_10-15-10] [ERROR] Const name 'RuleList.MartianInfantry' already used

What could be the reason of this? How to solve it?

I'm using the latest OXCE and a fresh installation. I'm attaching the crashed mod.

Thanks in advance.

14
OpenXcom Extended / [Suggestion] Limiting craft movement
« on: November 13, 2018, 03:42:15 pm »
Hello there! I have a suggestion for a feature I want to add in my mod, The Great War of the Worlds. I would like to add the Royal Navy and their ships as a playable craft in Geoscape. For land use, we have the Landships, basically super battleships with caterpillars. But for the sea, I want to restrict the movement to certain regions, so the player only could use battleships and ironclads (The Thunderchild!) on water regions.

I think this could be accomplished using a variable in crafts.rul

Code: [Select]
crafts:
     STR_THUNDERCHILD
     limiteMovementToRegion: [STR_ATLANTIC_OCEAN, STR_NORTH_PACIFIC]

This, of course, could be very useful even with other mods, per example: an attempt to mix UFO and TFTD, because you could only use the flying subs on the sea. I hope they could be doable.

Thanks in advance!


Enviado desde mi iPhone utilizando Tapatalk

15
Help / [SOLVED] How to change color of the Smoke
« on: November 05, 2018, 06:43:51 am »
 Hi, everyone!

I want to recolor the classic Smoke to Black and green for a new damage types I'm working on. How to do it? What files I need to recolor and how to apply them on a ruleset?

Thanks in advance!


EDIT: At April, 1st 2019, I had a question about how to add smoke to a weapon hit. I've found the correct option:
Code: [Select]
    damageAlter:
      SmokeThreshold: 1


Enviado desde mi iPhone utilizando Tapatalk

Pages: [1] 2