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Topics - The Martian

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1
OpenXcom Extended / [SUGGESTION] More "Explodes on Death" control
« on: September 18, 2020, 12:05:43 pm »
The specab: setting on units allows them to set fires as they move and/or explode when killed.

I would like to be able to better control what happens when a unit "Explodes on Death".
Code: [Select]
specab:  |  Special ability of this unit:

    0 = None
    1 = Explodes on Death (Requires power and blastRadius properties to be set on the corpse)
    2 = Burns Floor
    3 = Burns Floor and explodes on Death


Specifically if specab: could be granted a fourth setting and an extra variable that references an already configured grenade in the items: section.

The specab: variable would now look like this:
Code: [Select]
specab:  |  Special ability of this unit:

    0 = None
    1 = Explodes on Death (Requires power and blastRadius properties to be set on the corpse)
    2 = Burns Floor
    3 = Burns Floor and explodes on Death
    4 = Explodes on Death (Uses item: STR_GRENADE_NAME to determine explosion effect)
    5 = Burns Floor and explodes on Death (Uses item: STR_GRENADE_NAME to determine explosion effect)


And an additional variable would be added to the unit using setting 4 or 5 similar to this:
specabItem: STR_GRENADE_NAME

This way a unit could explode on death but instead of an explosion it could activate a smoke grenade effect or an incendiary grenade effect. (Or whatever the modder had configured STR_GRENADE_NAME to do.)

An additonal value of this is that any scripts running off tags on the referenced grenade would trigger allowing for new interesting combinations of exploding units.


I think the entire modding community could make good use of this.

2
OpenXcom Extended / [SUGGESTION] X-Com craft geoscape altitude control
« on: September 18, 2020, 11:58:18 am »
When an X-Com craft is in flight there is no way to set the preferred altitude for that craft. (As far as I know.)

I believe that as long as the maxAltitude: is in its default -1 setting that altitude is mostly cosmetic for X-Com craft.
(Unless I'm mistaken this variable defines the height a craft can engage UFOs at, not its default altitude while flying.)

If possible I would like to be able to specify the default altitude an X-Com craft is flying at after launching.

This could be useful for example if a mod has X-Com craft that act as satellites and wants them to always display "Very High".

Alternatively the real altitude of the X-Com craft itself doesn't have to change and the craft's current altitude could be replaced by the contents of a STR attached to that craft's code in the .rul file.

For example a X-Com craft that had a line of code referencing STR_CRAFT_ALTITUDE_SPACE: "Space" would display "Altitude>Space" when ever the player looked at the X-Com craft's status screen on the geoscape, even if the craft was in reality actually at the altitude of "Very Low".

3
Help / Removing all default UFOs & Aliens?
« on: September 17, 2020, 11:34:22 am »
(Currently using: OXCE V6.5.5)

I just tried to remove all X-Com: Enemy Unknown UFOs and alien units from the game and got the following error when launching.

Code: [Select]
[17-09-2020_02-05-25] [ERROR] failed to load 'Test Mod'; mod disabled
Error with MissionWeights: Region: STR_ANTARCTICA: alien mission type: STR_ALIEN_BASE not defined, do not incite the judgement of Amaunator.

I received a similar errors messages for:
Code: [Select]
alienMissions:
  - delete: STR_ALIEN_RESEARCH
  - delete: STR_ALIEN_ABDUCTION
  - delete: STR_ALIEN_HARVEST
  - delete: STR_ALIEN_INFILTRATION

However I was able to launch OXCE without an error if I only removed these three from the alienMissions: section:
Code: [Select]
alienMissions:
  - delete: STR_ALIEN_TERROR
  - delete: STR_ALIEN_RETALIATION
  - delete: STR_ALIEN_SUPPLY

Does this mean it is ok to leave those three deleted or will this generate a problem when those alienMissions: are called by some hard coded portion of the game now that they no longer exist?

Also are there any other ones in the below code I should not remove or alter? I'd rather not "incite the judgement of Amaunator" if I can avoid it.

My plan is to slowly add back in what I want one by one as I learn how each section of these .rul files operate.


Here is the code in the .rul file I ran that produced the original error:

Code: [Select]
alienDeployments:
  - delete: STR_SMALL_SCOUT
  - delete: STR_MEDIUM_SCOUT
  - delete: STR_LARGE_SCOUT
  - delete: STR_HARVESTER
  - delete: STR_ABDUCTOR
  - delete: STR_TERROR_SHIP
  - delete: STR_BATTLESHIP
  - delete: STR_SUPPLY_SHIP
  - delete: STR_TERROR_MISSION
  - delete: STR_ALIEN_BASE_ASSAULT
  - delete: STR_BASE_DEFENSE
  - delete: STR_MARS_CYDONIA_LANDING
  - delete: STR_MARS_THE_FINAL_ASSAULT

alienMissions:
  - delete: STR_ALIEN_RESEARCH
  - delete: STR_ALIEN_HARVEST
  - delete: STR_ALIEN_ABDUCTION
  - delete: STR_ALIEN_INFILTRATION
  - delete: STR_ALIEN_BASE
  - delete: STR_ALIEN_TERROR
  - delete: STR_ALIEN_RETALIATION
  - delete: STR_ALIEN_SUPPLY

alienRaces:
  - delete: STR_SECTOID
  - delete: STR_SNAKEMAN
  - delete: STR_ETHEREAL
  - delete: STR_MUTON
  - delete: STR_FLOATER
  - delete: STR_MIXED

armors:
  - delete: SECTOID_ARMOR0
  - delete: FLOATER_ARMOR0
  - delete: FLOATER_ARMOR1
  - delete: FLOATER_ARMOR2
  - delete: CYBERDISC_ARMOR
  - delete: REAPER_ARMOR
  - delete: SECTOPOD_ARMOR
  - delete: SNAKEMAN_ARMOR0
  - delete: SNAKEMAN_ARMOR1
  - delete: SNAKEMAN_ARMOR2
  - delete: MUTON_ARMOR0
  - delete: MUTON_ARMOR1
  - delete: MUTON_ARMOR2
  - delete: ETHEREAL_ARMOR0
  - delete: ETHEREAL_ARMOR1
  - delete: ETHEREAL_ARMOR2
  - delete: CHRYSSALID_ARMOR
  - delete: ZOMBIE_ARMOR
  - delete: SILACOID_ARMOR
  - delete: CELATID_ARMOR

missionScripts:
  - delete: gameStart
  - delete: recurringTerror
  - delete: recon
  - delete: invasion
  - delete: researchRetaliation
  - delete: beginnerRetaliation
  - delete: experiencedRetaliation
  - delete: veteranRetaliation
  - delete: geniusRetaliation
  - delete: superhumanRetaliation

ufos:
  - delete: STR_SMALL_SCOUT
  - delete: STR_MEDIUM_SCOUT
  - delete: STR_LARGE_SCOUT
  - delete: STR_HARVESTER
  - delete: STR_ABDUCTOR
  - delete: STR_TERROR_SHIP
  - delete: STR_BATTLESHIP
  - delete: STR_SUPPLY_SHIP

units:
  - delete: STR_SECTOID_SOLDIER
  - delete: STR_SECTOID_ENGINEER
  - delete: STR_SECTOID_MEDIC
  - delete: STR_SECTOID_NAVIGATOR
  - delete: STR_SECTOID_LEADER
  - delete: STR_SECTOID_COMMANDER
  - delete: STR_CYBERDISC_TERRORIST
  - delete: STR_FLOATER_SOLDIER
  - delete: STR_FLOATER_ENGINEER
  - delete: STR_FLOATER_NAVIGATOR
  - delete: STR_FLOATER_MEDIC
  - delete: STR_FLOATER_LEADER
  - delete: STR_FLOATER_COMMANDER
  - delete: STR_REAPER_TERRORIST
  - delete: STR_SNAKEMAN_SOLDIER
  - delete: STR_SNAKEMAN_NAVIGATOR
  - delete: STR_SNAKEMAN_ENGINEER
  - delete: STR_SNAKEMAN_LEADER
  - delete: STR_SNAKEMAN_COMMANDER
  - delete: STR_CHRYSSALID_TERRORIST
  - delete: STR_MUTON_SOLDIER
  - delete: STR_MUTON_NAVIGATOR
  - delete: STR_MUTON_ENGINEER
  - delete: STR_SILACOID_TERRORIST
  - delete: STR_CELATID_TERRORIST
  - delete: STR_ETHEREAL_SOLDIER
  - delete: STR_ETHEREAL_LEADER
  - delete: STR_ETHEREAL_COMMANDER
  - delete: STR_SECTOPOD_TERRORIST
  - delete: STR_ZOMBIE


For convenience I've also attached a .rul to this post with the above code and the four error producing lines from alienMissions: commented out.

4
Help / (OXCE) waypoints: weapon is firing in random directions
« on: June 27, 2020, 12:28:33 pm »
(OXCE Version: Extended-6.5.5-fd29708fb-2020-06-21-bionic-x86_64)

I've got a weird one this time, I really like this but I'm not sure why it is behaving the way it is so I can't control it reliably.

The weapon is setup to fire 5 shots everytime it is fired and can be configured to have up to 3 waypoints when firing. (Like a Blaster Bomb Launcher.)

So here are the anomalies that this weapon is displaying:
. Once the bullet reaches the first waypoint it starts firing in very random directions.
. Although it is configured for "confAimed: shots: 5" the weapon fires 12 times.

It's fun in a chaotic kind of way, but it can also randomly kill your own soldiers if the bullet decides to suddenly turn around.

Could someone please explain why this is happening and how it works?

Here is the code:
Code: [Select]
items:
# Example Weapon
  - type: STR_EXAMPLE_WEAPON
    size: 0.2
    costSell: 92000
    weight: 6
    bigSprite: 30
    floorSprite: 29
    handSprite: 40
    bulletSprite: 8
    fireSound: 18
    compatibleAmmo:
      - STR_EXAMPLE_WEAPON_AMMO
    accuracyAimed: 45
    tuAimed: 35
    battleType: 1
    invWidth: 2
    invHeight: 3
    recoveryPoints: 3
    armor: 50
    attraction: 10
    waypoints: 3
    twoHanded: true
    bulletSpeed: 2
    explosionSpeed: 2
    confAimed:
      shots: 5
      name: STR_MA_AIMED_SHOT
      ammoSlot: 0
      arcing: false
    listOrder: 902400
    categories:
      - STR_MA_CAT_ALL_PLASMA_WEAPONS
# Example Weapon Ammo
  - type: STR_EXAMPLE_WEAPON_AMMO
    size: 0.1
    costSell: 2400
    weight: 1
    bigSprite: 25
    floorSprite: 33
    hitSound: 19
    hitAnimation: 46
    power: 65
    damageType: 5
    clipSize: 40
    waypoints: 3
    battleType: 2
    recoveryPoints: 1
    attraction: 1
    attraction: 10
    listOrder: 902525

I've attached a Mod to this post with the above code for convenience.

5
Resources / [UNIT][GRAPHICS] Mutilator
« on: June 24, 2020, 02:21:09 pm »
There were some more interesting tiles released by Duke_Falcon in this thread "Altoid aliens - All sprites are free to use!" inside the NewLayouts.zip file.

And thus, another new alien unit emerges!



Since Duke_Falcon's tiles appear to be based on the Alien Surgery equipment I'm calling this unit the Mutilator. (Of course please feel free to rename it whatever you wish.)



If those surgery devices can slice up a cow I'm sure they could also be a threat to X-Com soldiers.

This unit has a few features:
. Each of the four surgical devices light up depending on the direction the unit is currently facing.
. The colour of the surgical devices and central dome animate.
. The unit rides on an animated energy field like a Cyberdisc.

To use this unit's sprite sheet you'll need to assign it drawingRoutine: 21 (Xarquid)

Images created by Duke_Falcon were used to make the Mutilator so please credit him as well if you choose to make use of this unit in your project.


Additional Note:
Those looking for farm animal units to complement this theme may wish to check out Vangrimar1's Happy X-farm.

6
Resources / [UNIT][GRAPHICS] Flotilla
« on: June 23, 2020, 07:33:44 am »
I noticed Duke_Falcon uploaded a few tile images in this thread "Altoid aliens - All sprites are free to use!" ... so I made a 2x2 unit out of them.

I'm call this unit "Flotilla", but please feel free name it whatever you wish.

There are eight different versions to choose from, all of them use the Hallucinoid's drawingRoutine: 12.




Four are stationary with animated lights and another set also have the entire unit float up and down to suggest that it is both flying and mobile.

If you do choose to make use of any of these please make sure you credit Duke_Falcon as well since it makes use of his art.

7
(OXCE V6.5 2020-05-08)

I'm trying to use followProjectiles: as described in 'this thread' to keep the camera in place while a flamethrower fires several times.

However the camera keeps moving even though followProjectiles: is set to false.

Here is the item's code:
Code: [Select]
- type: STR_EXAMPLE_FLAMETHROWER
    size: 0.2
    costBuy: 0
    costSell: 65000
    weight: 5
    bigSprite: 766
    floorSprite: 790
    handSprite: 3576
    bulletSprite: 5
    fireSound: 64
    hitSound: 12
    hitAnimation: 0
    power: 40
    damageType: 2
    blastRadius: 2
    clipSize: -1
    bulletSpeed: 50
    explosionSpeed: 10
    accuracyAuto: 20
    tuAuto: 35
    battleType: 1
    twoHanded: false
    maxRange: 9
    invWidth: 2
    invHeight: 3
    armor: 30
    confAuto:
      shots: 5
      name: STR_EXAMPLE_AUTO_SHOT
      ammoSlot: 0
      arcing: true
      followProjectiles: false
    attraction: 7
    blockBothHands: false
    listOrder: 119200

What am I doing incorrectly?

8
I think it would be useful if there was a way to have more control over the chance that a unit catches on fire when struck by an incendiary weapon.

Perhaps something like:
Code: [Select]
  - type: STR_EXAMPLE_WEAPON
    FireChance: 0.7

With FireChance: 0.0 meaning the unit would never catch on fire (But terrain tiles would) and FireChance: 1.0 being a 100% chance of a unit being set on fire with every hit.

9
Help / (OXCE) 100% chance of a unit catching on fire?
« on: June 02, 2020, 07:42:02 pm »
I've been trying to use FireThreshold: to make an explosion that sets struck units on fire 100% of the time if they are in the blast radius.

But I have been unsuccessful.

From what I've read on the UFOpaedia's Incendiary section it appears that the chance of igniting a unit is random:
Quote
Initial "impact" damage from incendiary ammunition is either for no points (unit does not catch fire), or between 5-10 points (unit catches fire). Since the distribution is randomly chosen from the set [ 0, 5, 6, 7, 8, 9, 10 ] (seven values), the probability of remaining unharmed is 14% (1/7), while there is an 86% chance (6/7) a unit will take some damage. The average damage is 6.4.

Is there a way to make a weapon that always ignites the unit it strikes?

10
Help / (OXCE) A couple of questions about recoveryTransformations:
« on: May 15, 2020, 05:01:33 am »
I have two questions about the recoveryTransformations: feature in OXCE.


Question #1:
If recoveryTransformations: is used to change a recovered live alien into an item but there is no alien containment at the base will the item still be recovered as it is an item now and not a live alien?

Or is the alien corpse item recovered instead since the live alien died and thus was not transformed via recoveryTransformations: into a different item.

Question #2:
If recoveryTransformations: is used to change a recovered live alien into an item but there is no alien containment at the base will the "Captured aliens die due to lack of alien containment" message still be displayed after battle?

11
Help / Is there a max listOrder: value?
« on: May 04, 2020, 04:30:20 pm »
I'm aware that extraSprites: has a maximum value and that it can be increased via reservedSpace: in the metadata.yml file.

My understanding is that increasing reservedSpace: also increases the amount of RAM required by the computer running the mod as it reserves the space the potential images will need, so unnecessary expansion is discouraged.

Does the listOrder: variable have any similar limits?

If possible I want to leave large unused spaces in the listOrder: sequence between groups of items so that future expansion can be done without much reorganizing.

12
Help / (OXCE) Questions about zombieUnit:
« on: May 02, 2020, 11:07:17 am »
(Question #1): No zombifying enemy units?

I noticed that when shooting X-Com units with a weapon that has the zombieUnit: variable they change into a zombie on death as expected.

However if an enemy unit is struck and killed with the same weapon they do not become a zombie.

Is there a way around this?
(I don't mind if the spawned unit from the dead enemy is hostile, in fact that would be ideal)

(Question #2): Can zombieUnit: be made to only effect specific genders?

Is it possible to use zombieUnitByArmorMale: and / or zombieUnitByArmorFemale: to make it so that soldiers of one gender are turned into zombies on death while the others simply die from the same attack?

(Question #3): Can it be made so some armors spawn zombies on death but not others?

Can the zombieUnitByType: variable be used to allow weapons that can zombifying units but only effect soldiers equipped (Or not equipped) with specific armors causing any other ones to just die normally when struck?

13
Help / Restricting weapon use by Stats/Armor/Unit Type?
« on: May 02, 2020, 09:09:04 am »
Is it possible to prevent a piece of equipment (Weapon or device) from being used if the unit carrying it doesn't have one or all of the following:
- A high enough value in a specific stat (For example strength.)
- Unit is not wearing a specific armor.
- Unit has not had a 'Soldier Transformation' to a specific type.

I'm still reading up on Transformation so I may have misunderstood how it works.

My current understanding is it allows the increase or decrease of max stat caps as well as the increase or decrease of existing stat values the unit has. Sounds pretty useful.


So for example a soldier may not be able to fire a heavy cannon if not wearing power armor or having Strength above X or having undergone a specific Transformation.


14
Could someone please give me an example of the syntax for categories: for use with the items: section.

My understanding is that it is possible to allow one item to be in multiple categories, example:

A laser weapon could be in both the categories "Laser Weapons" and "Alien made Laser Weapons" to differentiate it from other weapons found in the category of "X-Com made Laser Weapons".

How do I phrase this on the item?

Is it done like the compatibleAmmo: variable?
Code: [Select]
items:
  - type: STR_EXAMPLE_LASER_RIFLE
    categories:
      - STR_CAT_LASER_WEAPONS
      - STR_CAT_ALIEN_LASER_WEAPONS

Or is it more like this?
Code: [Select]
items:
  - type: STR_EXAMPLE_LASER_RIFLE   
    categories: [ STR_CAT_LASER_WEAPONS, STR_CAT_ALIEN_LASER_WEAPONS ]



I'm assuming that the categories themselves are defined just like an item by placing them after the items: variable like this:
Code: [Select]
items:
# Category for all Laser Weapons
  - type: STR_CAT_LASER_WEAPONS   
    hidden: false

# category for only Alien Laser Weapons
  - type: STR_CAT_ALIEN_LASER_WEAPONS   
    hidden: true

Is that correct?

15
Help / Can a mod have two .rul files with an items: section?
« on: April 29, 2020, 12:46:05 pm »
Can two .rul files each with an items: section exist in the same Mod's ruleset folder?

Also, if the above is possible, what determines which file's items: list is loaded first?

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