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Help / Need help with soldier transformation into playable aliens.
« on: August 19, 2019, 01:22:29 am »
Hi there!
Dug up X-Com: UFO defense yesterday and thought: Why not add aliens to your team. Maybe renegade aliens?
This turned into, "why not transforming Soldiers into Alien Soldiers?" (Which seemed easier at first glance)
I've looked into this: https://openxcom.org/forum/index.php/topic,6331.0.html
And came up with this:
I hoped it would be easy (again) and that this (above) would work, of course it didn't work...
So, I'm not really sure what to do and appreciate any help/hints
I did look for similar threads, but didn't find anything satisfying...
Thank you!
Side node: If recruiting playable aliens is easier than transforming soldiers into aliens, I will take that too. Seriously thou I have no idea where even to start with this error.
Dug up X-Com: UFO defense yesterday and thought: Why not add aliens to your team. Maybe renegade aliens?
This turned into, "why not transforming Soldiers into Alien Soldiers?" (Which seemed easier at first glance)
I've looked into this: https://openxcom.org/forum/index.php/topic,6331.0.html
And came up with this:
Code: [Select]
soldierTransformation:
- name: STR_Create_Alien
listOrder: 1
producedSoldierType: STR_REPTOID
producedSoldierArmor: REPTOID_ARMOR0
keepSoldierArmor: false
createsClone: false
needsCorpseRecovered: false
allowsDeadSoldiers: true
allowsLiveSoldiers: true
allowsWoundedSoldiers: true # adding these guys too, if we want to sack them
allowedSoldierTypes:
- STR_SOLDIER
forbiddenPreviousTransformations:
- STR_Create_Alien
requiredMinStats: # The minimum stats a soldier must have in order to be eligible for this project, defaults to all 0 so any soldier is eligible
tu: 0
stamina: 0
health: 0
bravery: 0
reactions: 0
firing: 0
throwing: 0
strength: 0
psiStrength: 0
psiSkill: 0
melee: 0
requiredItems: # A list of items that must be consumed from the base's stores in which you start this project, the default empty list means no items are used
#STR_REPTOID_CORPSE
cost: 50000 # The cost of the project in dollars
transferTime: 0 # Soldiers can be put in a transfer back to the base where they started if this parameter is greater than the default of 0 hours. New clones or resurrected soldiers are automatically given a transfer to the base with a default of 24 hours.
recoveryTime: 0 # The amount of wound recovery time a soldier is given after this project completes and the transfer, if any, is completed. The default value is 0 days.
flatOverallStatChange: # A direct change to the soldier's overall stats when undergoing this project, can be positive or negative - tu: 5 means the soldier will gain 5 max time units, while tu: -5 means the soldier will lose 5 max time units. The default of 0 means no change.
tu: 0
stamina: 0
health: 0
bravery: 0
reactions: 0
firing: 0
throwing: 0
strength: 0
psiStrength: 0
psiSkill: 0
melee: 0
percentOverallStatChange: # A percent change to the soldier's overall stats when undergoing this project, can be positive or negative - tu: 5 means the soldier will gain an extra 5% of their max time units, while tu: -5 means the soldier will lose 5% of their max time units. The default of 0 means no change.
tu: 0
stamina: 0
health: 0
bravery: 0
reactions: 0
firing: 0
throwing: 0
strength: 0
psiStrength: 0
psiSkill: 0
melee: 0
percentGainedStatChange: # A percent change to the soldier's stats, but instead of taking a portion of the overall stats, this only applies to the stats they've trained up from their initial values, can be positive or negative - firing: -100 means the soldier will lose all of the firing accuracy they trained since joining, while firing: 10 means they gain 10% of the amount they trained over their initial values. The default of 0 means no change.
tu: 0
stamina: 0
health: 0
bravery: 0
reactions: 0
firing: 0
throwing: 0
strength: 0
psiStrength: 0
psiSkill: 0
melee: 0
useRandomStats: false
lowerBoundAtMinStats: true
upperBoundAtMaxStats: false
upperBoundAtStatCaps: true
extraStrings:
- type: en-US
strings:
STR_Create_Alien: "Create Alien"
I hoped it would be easy (again) and that this (above) would work, of course it didn't work...
Code: [Select]
[18-08-2019_23-47-02] [FATAL] A fatal error has occurred: Segmentation fault.
[18-08-2019_23-47-03] [FATAL] 0x585c30 OpenXcom::CrossPlatform::stackTrace(void*)
[18-08-2019_23-47-03] [FATAL] 0x586fb0 OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
[18-08-2019_23-47-03] [FATAL] 0x41c850 signalLogger(int)
[18-08-2019_23-47-03] [FATAL] 0x9192b0 OpenXcom::UfopaediaStartState::think()
[18-08-2019_23-47-03] [FATAL] 0x7ff94990c5e0 _C_specific_handler
[18-08-2019_23-47-03] [FATAL] 0x7ff949921080 _chkstk
[18-08-2019_23-47-03] [FATAL] 0x7ff9498e9e90 RtlRaiseException
[18-08-2019_23-47-03] [FATAL] 0x7ff94991fde0 KiUserExceptionDispatcher
[18-08-2019_23-47-03] [FATAL] 0x7ae840 OpenXcom::RuleSoldier::getMinStats() const
[18-08-2019_23-47-03] [FATAL] 0x89d060 OpenXcom::Soldier::calculateStatChanges(OpenXcom::Mod const*, OpenXcom::RuleSoldierTransformation*, OpenXcom::Soldier*)
[18-08-2019_23-47-03] [FATAL] 0x4a4c70 OpenXcom::SoldierTransformationState::initTransformationData()
[18-08-2019_23-47-03] [FATAL] 0x4a7ad0 OpenXcom::SoldierTransformationState::SoldierTransformationState(OpenXcom::RuleSoldierTransformation*, OpenXcom::Base*, OpenXcom::Soldier*, std::vector<OpenXcom::Soldier*, std::allocator<OpenXcom::Soldier*> >*)
[18-08-2019_23-47-03] [FATAL] 0x49f830 OpenXcom::SoldiersState::lstSoldiersClick(OpenXcom::Action*)
[18-08-2019_23-47-03] [FATAL] 0x6d5c00 OpenXcom::TextList::mouseClick(OpenXcom::Action*, OpenXcom::State*)
[18-08-2019_23-47-03] [FATAL] 0x5a18a0 OpenXcom::InteractiveSurface::handle(OpenXcom::Action*, OpenXcom::State*)
[18-08-2019_23-47-03] [FATAL] 0x6d5900 OpenXcom::TextList::handle(OpenXcom::Action*, OpenXcom::State*)
[18-08-2019_23-47-03] [FATAL] 0x657c90 OpenXcom::State::handle(OpenXcom::Action*)
[18-08-2019_23-47-03] [FATAL] 0x59ee70 OpenXcom::Game::run()
[18-08-2019_23-47-03] [FATAL] 0x41c8c0 SDL_main
[18-08-2019_23-47-03] [FATAL] 0x91adc0 console_main
[18-08-2019_23-47-03] [FATAL] 0x91aee0 WinMain
[18-08-2019_23-47-03] [FATAL] ??
[18-08-2019_23-47-03] [FATAL] ??
[18-08-2019_23-47-03] [FATAL] 0x7ff947e47bc0 BaseThreadInitThunk
[18-08-2019_23-47-03] [FATAL] 0x7ff9498ece50 RtlUserThreadStart
[18-08-2019_23-47-05] [FATAL] OpenXcom has crashed: Segmentation fault.
So, I'm not really sure what to do and appreciate any help/hints
I did look for similar threads, but didn't find anything satisfying...
Thank you!
Side node: If recruiting playable aliens is easier than transforming soldiers into aliens, I will take that too. Seriously thou I have no idea where even to start with this error.