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Topics - The Martian

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1
Help / How are the sprite sheets for bullet sprites laid out?
« on: May 14, 2022, 01:36:51 pm »
Could someone please explain the layout of the bullet sprite images?


How does this animate and how big is each frame?

What part is the bullet and what part is the trail that follows it?

2
Help / Limiting Artifact Site mission spawn rate in TFTD
« on: May 14, 2022, 01:27:25 pm »
I just finished the 12th Artifact Site in my current Terror From The Deep playthrough with no Port Attack, Island Attack or Shipping Lane Mission appearing in between the constant stream of Artifact Site missions.

In an effort to add some variety to missions I've been trying to break up the rate that Artifact Sites can be generated to allow for some standard alien terror missions to spawn as well.


For my first attempt I tried deleting the "artifacts" entry in missionScripts: and replacing it with twelve similar entries named:
artifacts_1
artifacts_2
artifacts_3
artifacts_4
artifacts_5
artifacts_6
artifacts_7
artifacts_8
artifacts_9
artifacts_10
artifacts_11
artifacts_12


Each of these new entries have a maxRuns: of 1 instead of 12 and are setup through firstMonth: to generate an Artifact Site every two months which will hopefully give the aliens a chance to spawn alternate missions in the month between the guaranteed Artifact spawns.

Unfortunately only artifacts_1 seems to run so this isn't working currently. I suspect it may have something to do with label: but I do not understand missionScripts: well enough to do more than guess.



Here is the code I'm working with:
Code: [Select]
missionScripts:

# [=] Remove old Artifact Site mission [=]
  - delete: artifacts


# [=] Artifacts Site #1 of #12 [=]
  - type: artifacts_1
    label: 1
    missionWeights:
      0:
        STR_ALIEN_ARTIFACT: 100
    regionWeights:
      0:
        ARTIFACT_SITES: 100
    avoidRepeats: 1
    maxRuns: 1
    varName: artifacts
    useTable: false
    firstMonth: 6
    executionOdds: 100
    startDelay: 0


# [=] Artifacts Site #2 of #12 [=]
  - type: artifacts_2
    label: 1
    missionWeights:
      0:
        STR_ALIEN_ARTIFACT: 100
    regionWeights:
      0:
        ARTIFACT_SITES: 100
    avoidRepeats: 1
    maxRuns: 1
    varName: artifacts
    useTable: false
    firstMonth: 8
    executionOdds: 100
    startDelay: 0


# [=] Artifacts Site #3 of #12 [=]
  - type: artifacts_3
    label: 1
    missionWeights:
      0:
        STR_ALIEN_ARTIFACT: 100
    regionWeights:
      0:
        ARTIFACT_SITES: 100
    avoidRepeats: 1
    maxRuns: 1
    varName: artifacts
    useTable: false
    firstMonth: 10
    executionOdds: 100
    startDelay: 0


# [=] Artifacts Site #4 of #12 [=]
  - type: artifacts_4
    label: 1
    missionWeights:
      0:
        STR_ALIEN_ARTIFACT: 100
    regionWeights:
      0:
        ARTIFACT_SITES: 100
    avoidRepeats: 1
    maxRuns: 1
    varName: artifacts
    useTable: false
    firstMonth: 12
    executionOdds: 100
    startDelay: 0


# [=] Artifacts Site #5 of #12 [=]
  - type: artifacts_5
    label: 1
    missionWeights:
      0:
        STR_ALIEN_ARTIFACT: 100
    regionWeights:
      0:
        ARTIFACT_SITES: 100
    avoidRepeats: 1
    maxRuns: 1
    varName: artifacts
    useTable: false
    firstMonth: 14
    executionOdds: 100
    startDelay: 0


# [=] Artifacts Site #6 of #12 [=]
  - type: artifacts_6
    label: 1
    missionWeights:
      0:
        STR_ALIEN_ARTIFACT: 100
    regionWeights:
      0:
        ARTIFACT_SITES: 100
    avoidRepeats: 1
    maxRuns: 1
    varName: artifacts
    useTable: false
    firstMonth: 16
    executionOdds: 100
    startDelay: 0

# [=] Artifacts Site #7 of #12 [=]
  - type: artifacts_7
    label: 1
    missionWeights:
      0:
        STR_ALIEN_ARTIFACT: 100
    regionWeights:
      0:
        ARTIFACT_SITES: 100
    avoidRepeats: 1
    maxRuns: 1
    varName: artifacts
    useTable: false
    firstMonth: 18
    executionOdds: 100
    startDelay: 0


# [=] Artifacts Site #8 of #12 [=]
  - type: artifacts_8
    label: 1
    missionWeights:
      0:
        STR_ALIEN_ARTIFACT: 100
    regionWeights:
      0:
        ARTIFACT_SITES: 100
    avoidRepeats: 1
    maxRuns: 1
    varName: artifacts
    useTable: false
    firstMonth: 20
    executionOdds: 100
    startDelay: 0


# [=] Artifacts Site #9 of #12 [=]
  - type: artifacts_9
    label: 1
    missionWeights:
      0:
        STR_ALIEN_ARTIFACT: 100
    regionWeights:
      0:
        ARTIFACT_SITES: 100
    avoidRepeats: 1
    maxRuns: 1
    varName: artifacts
    useTable: false
    firstMonth: 22
    executionOdds: 100
    startDelay: 0


# [=] Artifacts Site #10 of #12 [=]
  - type: artifacts_10
    label: 1
    missionWeights:
      0:
        STR_ALIEN_ARTIFACT: 100
    regionWeights:
      0:
        ARTIFACT_SITES: 100
    avoidRepeats: 1
    maxRuns: 1
    varName: artifacts
    useTable: false
    firstMonth: 24
    executionOdds: 100
    startDelay: 0


# [=] Artifacts Site #11 of #12 [=]
  - type: artifacts_11
    label: 1
    missionWeights:
      0:
        STR_ALIEN_ARTIFACT: 100
    regionWeights:
      0:
        ARTIFACT_SITES: 100
    avoidRepeats: 1
    maxRuns: 1
    varName: artifacts
    useTable: false
    firstMonth: 26
    executionOdds: 100
    startDelay: 0


# [=] Artifacts Site #12 of #12 [=]
  - type: artifacts_12
    label: 1
    missionWeights:
      0:
        STR_ALIEN_ARTIFACT: 100
    regionWeights:
      0:
        ARTIFACT_SITES: 100
    avoidRepeats: 1
    maxRuns: 1
    varName: artifacts
    useTable: false
    firstMonth: 28
    executionOdds: 100
    startDelay: 0

3
Work In Progress / [TFTD][WIP][OXCE] Zrbite Laser Rifle
« on: May 14, 2022, 12:49:48 pm »
A small mod that adds an additional weapon that can be researched by X-Com, the Zrbite Laser Rifle.


This weapon could prove useful when clearing out aliens during those long cargo ship or cruise ship missions as it can only be operated when above water.





This mod is not currently feature complete and lacks the following:
. Laser Firing Sound Effects.

Downloads:
. Zrbite Laser Rifle (V0-2)
. Zrbite Laser Rifle (V0-1)

4
OpenXcom Extended Version: 7.5.7 (v2022-03-07)

I've noticed that if I add maxRange: to a weapon and give it to an enemy unit they just stop moving when they come into sight range of an X-Com unit instead of closing the distance and firing.

Here is an example mod that makes all the alien weapons have a setting of maxRange: 9.
Test_maxRange.zip

Code: [Select]
items:

  - type: STR_SONIC_CANNON
    maxRange: 9

  - type: STR_SONIC_BLASTA_RIFLE
    maxRange: 9

  - type: STR_SONIC_PISTOL
    maxRange: 9

  - type: STR_DISRUPTOR_PULSE_LAUNCHER
    maxRange: 9

  - type: STR_THERMAL_SHOK_LAUNCHER
    maxRange: 9


This unit can see X-Com soldiers, and hasn't moved for 3 turns:
Spoiler:

There are other alien units in similar frozen states as well at the time of the screenshot which is where the
"Attack type=12 target=(24,18,0) weapon=STR_DISRUPTOR_PULSE_LAU..." debug message is most likely coming from.

Here is an even better example, If I reduce the maxRange: to 1 this unit is stuck in place and I can walk soldiers right up to it and it never tries to move forward:
Spoiler:

5
I noticed that if I try to make a unit leave no corpse by giving the corpse item a blank image for the FloorOb image it kind of works in that it can no longer be seen, but any other items on that tile are hidden behind the invisible corpse FloorOb.

Example, the cursor is over a corpse item FloorOb that is covering a stack of items:
Spoiler:

Example invisible corpse images for BigOb, FloorOb, HandOb:
Spoiler:




Is there a way that units can be setup to drop no corpse item on death?

6
In TFTD when using an incindiary weapon fire extinguishes when a turn passes if it is burning on the most commonly found tile on the ocean floor, but it will stay burning on most other tiles.

My guess is this is related to that map tile's configuration and not the weapon itself.

Is it possible to alter these tiles from a .rul file so that incindiary keeps burning, or is there another factor putting the fire out?



Gas Cannon fires an incindiary round:
Spoiler:

The next turn it is gone:
Spoiler:

7
Help / New alien race not spawning in UFOs when expected
« on: March 26, 2022, 01:04:14 am »
[OXCE Version: 7.5.7 (v2022-03-07)]

While learning the UFO controlling sections of OpenXcom's .rul files I've been trying to create a new alien race and have been using KiethSomataw99's Murmillo faction suggestion as a template. (The TFTD palette's limited amount of red can be a real pain at times.)

I have encountered a problem that I can't seem to get past, changing the code doesn't seem to produce any effect which makes me think that there is another option to control the race appearance rate that I need to configure or that my code incorrect.

The new units do work in "New Battle" mode from the main menu, however when I adjust the encounter rates in alienMissions: there seems to be almost no effect.

Even at 100% with all other races at 0% I still encounter just Aquatoids & Gillmen with the new race strangely absent.

At first I thought it wasn't working at all but after running a few missions with all races at 0% and the new race at 100% the new race spawned once... then back to Aquatoids & Gillmen for the next missions:

They spawned once (I haven't been able to get it to repeat since then) so 'something' was slightly working, just not as expected.

I'm attaching two .zip files to this post. One with the alienMissions: configured to 100% new faction encounter rate the other to a more balanced encounter rate, both seem produce the same results:
Test-New-Faction V0-1.zip (100% chance version)
Test-New-Faction V0-1.zip (Balanced chance of all races version)

8
Help / Scripting 'isFuseEnabled'
« on: February 23, 2022, 05:52:11 pm »
I see that BattleItem.isFuseEnabled in the 'newTurnItem' section of the verbose openxcom.log allows for checking if the fuse is already active on an item, which sounds pretty useful.


I'm not sure how to define the Args it requires, could someone please post an example of the phrasing?
Code: [Select]
Name: BattleItem.isFuseEnabled                Args: [ptr BattleItem] [var int]                        Desc: check if fuse is triggered (like throw or proxy unit)
I was thinking that newTurnItem cycled through all items during a new turn and ran any scripts off each item, so the code in new_TurnItem: is phrased with the current item in the sequence as the subject of what the script is reading/writing, but then what is the var int that isFuseEnabled needs? I was expecting it to return a value not take one so I'm most likely not understanding this correctly.

What I'm trying for is something like this, if the grenade's fuse is not active run the code: (I know this code is incorrect, but I'm hoping it will show what I mean to accomplish.)
Code: [Select]
  scripts:
    newTurnItem:
      - offset: 52
        code: |
          if Battle_Item.isFuseEnabled STR_EXAMPLE_GRENADE = false;
            <CODE>
          end;




Additional question:
Am I correct in that all BattleItem, BattleGame, etc found in the openxcom.log file are phrased as Battle_Item and Battle_Game with an underscore dividing them when used in a .rul file's code for scripting?

9
Open Feedback / Does anyone use Small Torpedo/Rockets?
« on: February 08, 2022, 12:37:33 pm »
I'm curious, does anyone use the Small Torpedo/Rockets in either X-COM: Terror From The Deep or X-COM: UFO Defense?

Personally when I'm going to use HE to take down threat like a Chryssalid I can't figure out the reason to be equipped with the lower damage versions.


10
Released Mods / [OXCE][TFTD][ARMOR] Ride Armor
« on: February 07, 2022, 02:25:01 pm »
[OpenXcom Extended version 7.5.3 or newer is required to use version 1-0 of this mod] (Get OXCE 'HERE')
[OpenXcom Extended version 7.5.7 or newer is required to use version 1-1 of this mod] (Get OXCE 7.5.7 (Preview Build) 'HERE')

This mod adds a new armor to the game called "Ride Armor".


Once acquired it can be used to achieve superior mobility during surface missions.

Grab an alien surfboard and paradoxical take the fight on land!

Changelog:
V1-1
- Ride Armor no longer depletes a unit's stamina when it moves.
- OXCE version 7.5.7 or later is now required to run this mod.


Additional Credits:
. "Animated Armor" script by Yankes.
. Parts of the armor's sprite set was created from fragments of images made available by Bladum.

Download:
Ride Armor (TFTD) V1-0.zip
Ride Armor (TFTD) V1-1.zip

11
I'm trying to create an armor that does not decrease a soldier's energy when it walks.

A unit's armor can be set to recover their entire energy the next turn using armors: recovery.energy but I need the amount of energy on the unit to hold at whatever its current energy value is when the unit steps between tiles so that it doesn't change during the current turn when walking.


I've been through the openxcom.log with verboseLogging, but haven't spotted a scripting section for when the unit walks.

I did see selectMoveSoundUnit but I don't think that is quite right, I think that one triggers when a unit is given the order to move by clicking a tile. (If I'm wrong please let me know)


Best case would probably be to set the units current energy to its last previous value every time movement occured between tiles.

Does anyone have advice for going about this?

12
Help / What does the UC mean?
« on: January 27, 2022, 04:49:11 pm »
I see _UC at the end of the name of several craft weapons and armor in the .rul files:
STR_SONIC_OSCILLATOR_UC
STR_GAUSS_CANNON_UC
STR_PWT_CANNON_UC
STR_CRAFT_GAS_CANNON_UC
STR_MAGNETIC_ION_ARMOR_UC
STR_ION_ARMOR_UC
STR_PLASTIC_AQUA_ARMOR_UC
STR_NONE_UC


What is UC?

13
Help / Craft suddenly only has 2 weapons?
« on: January 18, 2022, 08:51:53 am »
OXCE version: OpenXcom Extended 7.2 (v2021-12-24)

I've encountered something a bit odd.

I was using this code to make the Barracuda carry 4 different weapons:

Code: [Select]
crafts:

# [=] Barracuda [=] <1st Fighter>
  - type: STR_BARRACUDA
    sprite: 3
    fuelMax: 800
    damageMax: 120
    speedMax: 2400
    accel: 3
    weapons: 2
    costRent: 600000
    forceShowInMonthlyCosts: true
    costBuy: 600000
    refuelRate: 50
    transferTime: 96
    score: 250
    maxAltitude: 3
    weapons: 4
    weaponTypes:
      - [1, 3]
      - [3]
      - [2]
      - [2]


But now it is only displaying a choice for weapon slot 1 & 2.
Spoiler:



I don't think that I've changed anything that would effect crafts since it was working so this is unexpected, what am I doing wrong?

For convenience I've attached an example mod with this code to this post:
Test Craft Mod V0-1.zip

14
Help / Recovering friendly spawned units?
« on: January 12, 2022, 01:08:27 am »
Is it possible to recover a friendly unit at the end of combat that was spawned from an item via:
Code: [Select]
items:
  - type: STR_EXAMPLE_ITEM
    spawnUnit: STR_EXAMPLE_UNIT
    spawnUnitFaction: 0

I have a remote controlled robot drone but at the moment X-Com just discards it if deployed in the field which seems silly.

15
OpenXcom Extended / [Solved] What does the M.C. training '+' button do?
« on: December 29, 2021, 02:34:01 pm »
In the upper right corner of the Molecular Control Training screen there is a + button.

I've tried pushing it but nothing seems to change, what does it do?

Spoiler:

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