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Topics - mutantlord

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1
If I can input some suggestions.

Currently, I believe the maxAltitude is the range a craft can intercept the ufo. If the craft is beyond the interception parameters, a menu will pop up and alert the player that the interception is impossible. It is during this interception phase that the warning would pop up.

Can this warning menu be improve or re-code to when the craft crosses the boundaries of one texture to another? If the altitude parameters of one texture is beyond the operatiional limits of the craft? The warning will pop up when it crosses one texture to another, eg, land texture to underwater texture? If it does not violate vanila  OXC codes.

This way, maxAltitude is the maximum altitude the craft can operates in, not when interception can or cannot happen.

Two, if the former part of the suggestion is viable.

Can OXCE be upgraded in this manner, should the suggestion above can be improved as suggested?

There is a minAltitude and maxAltitude, PLUS a , minDepth and maxDepth for (Globe) Textures.

minAltitude and maxAltitude is for land or vanila ufo terrain only.

fakeUnderwater terrains has both minAltitude and maxAltitude, plus minDepth and maxDepth

The logic behind this suggestion is the enable of class distinction of land, air and sea vehicles.

craft will also have  both parameters like minDepth and maxDepth, minAltitude and maxAltitude,

Land craft, has minAltitude and maxAltitude of 0, minDepth and maxDepth -1

Sea craft, has minAltitude and maxAltitude of -1, minDepth and maxDepth 0

Underwater craft, has minAltitude and maxAltitude of -1, minDepth and maxDepth 0 to 5 (whichever the highest depth possible)

Aircraft, has minAltitude and maxAltitude of  0 to 5 (whichever the highest altitude possible), minDepth and maxDepth -1

Hybrid craft, has minAltitude and maxAltitude of  0 to 5 (whichever the highest altitude possible), minDepth and maxDepth (whichever the highest altitude possible)

Craft Weapons with underwaterOnly parameter,  Weapons can function like underwater, has default setting of minDepth and maxDepth (hidden from modder) set as greater than 0
 
If this helps and my suggestions are valued.

2
Work In Progress / Winter Marshes Terrain.
« on: December 11, 2023, 03:23:01 pm »
A new Terrain I have recently done.

3
Last feature I want to suggest, please reply if possible.

I had always wanted to allow random encounters for craft while on patrol or intercepting a ufo.

These Encounters are full mission sites, randomly generated each month.

I wonder what are the best (hacked) solution to enable them?

Solutions:
********
1) Hidden (landed) UFOs, modded with large trigger radius, scattered over the globe. Interception
screen is ignored when Craft encounter such ufo and it will go straight into the Battlescape mission.

2) Invisible Alien bases/Terror sites modded with large trigger radius, if the craft fly pass one of these base, it will trigger a mission alert and it will go straight into the Battlescape mission.


Please advise if or which feature is easy to do, reject or allow. Thank you

4
Hi, I have a feature request, if this can be implemented one day.

I believe Finnik was also interested in this feature to also be allowed too.

This feature is to separate out mapBlocks for crash and landing ufos.

The reason for the raising for this feature is to allow human (or aliens) ufos or planes to have multiple different crash maps to select from. To allow more random crash configurations.

Instead of the Engine core explosion to create a crash map.

Please advise if this feature is easy to do, reject or allow. Thank you

Example code.

    battlescapeTerrainData:
      name: SKYSPOTTER
      mapDataSets:
        - BLANKS
        - PLANE
        - LIFTER
      mapBlocks: #Normal landing Map
        - name: FALCONPLANEENEMY
          width: 10
          length: 10   
      mapBlocksCrash: #Crash Maps
        - name: FALCONPLANEENEMYCRASH1
          width: 10
          length: 10   
        - name: FALCONPLANEENEMYCRASH2
          width: 10
          length: 10   
        - name: FALCONPLANEENEMYCRASH3
          width: 10
          length: 10   
        - name: FALCONPLANEENEMYCRASH4
          width: 10
          length: 10   
        - name: FALCONPLANEENEMYCRASH5
          width: 10
          length: 10   
        - name: FALCONPLANEENEMYCRASH6
          width: 10
          length: 10   

5
OXCE Support / Diving suit ignore sonic damage
« on: April 08, 2023, 03:15:23 pm »
Hi trying to help out a player, he found the diving suit is ignoring damage from sonic weapon underwater
I check the damageModifier of the armour vs the damageType of the weapon class as 10 in the Hybrid mod, I can’t find an explanation why it is the armour ignoring damage. It should receive sonic damage from land and sea.

6
OXCE Support / [Solved] Segmentation fault
« on: March 05, 2023, 05:51:50 am »
Hi, I am trying to help a player to find and fix this segmentation fault. The error logs is not helping and I don't know if it is the mod or the OXCE engine is causing the fault.

This crash always happen when the battlescape mission is completed.

For faster result to the crash, Ctrl-D and Ctrl-k.

save game is: autobattle_(1).asav

error logs + player's save game is in the mod from the link below.

https://www.mediafire.com/file/gle1rvh11h0lftm/Disconnected_Future_Latest.zip

7
OXCE Support / [Solved] Retaliation run trajectory issue
« on: March 01, 2023, 02:27:32 pm »
Hi, I am trying to help a player who has come across of this bug. The Author is stumped on how to fix the bug.

Please see the original error log attached.

The Mod the Disconnected Future uses a TFTD type region for its spawns.

So it is using only zone 0 in the region LANDSPAWNS

The Alienmission is as follow, from the code snippet.

Code: [Select]

  - type: STR_FACTION_RETALIATIONWEST
    points: 0
    objective: 4
    multiUfoRetaliation: true
    spawnZone: 0
    spawnUfo: STR_CONQUERORBATTLESHIPRAIDER3
    raceWeights: # In the case of a shootdown, race comes from the UFO that triggered the mission.
      0:
        STR_WILDWEST_REGIMENT: 100
    waves:
      - ufo: STR_ENEMYSKYBUSRAIDER2
        count: 1
        trajectory: P27
        timer: 3000
        interruptPercentage: 5
      - ufo: STR_CONQUERORBATTLESHIPRAIDER2
        count: 1
        trajectory: P20
        timer: 5000
        objective: true
        interruptPercentage: 20
      - ufo: STR_ENEMYMIG192
        count: 1
        trajectory: P21
        timer: 3500
        hunterKillerPercentage: 70
        huntMode: 2
        huntBehavior: 2
        escort: true
        interruptPercentage: 1
      - ufo: STR_ENEMYQ5FANTAN2
        count: 1
        trajectory: P21
        timer: 4600
        hunterKillerPercentage: 70
        huntMode: 2
        huntBehavior: 2
        escort: true
        interruptPercentage: 1



The Ufo trajectories for those above,

Code: [Select]

  - id: P20
    groundTimer: 3000
    waypoints:
      - [0, 4, 100]
      - [0, 3, 74]
      - [0, 1, 28]
      - [0, 1, 47]
      - [0, 2, 100]
  - id: P21
    groundTimer: 4000
    waypoints:
      - [0, 4, 100]
      - [0, 2, 76]
      - [0, 2, 20]
      - [0, 1, 44]
      - [0, 1, 20]
      - [0, 2, 32]
      - [0, 1, 65]
      - [0, 1, 100]
  - id: P27
    groundTimer: 9000
    waypoints:
      - [0, 4, 100]
      - [0, 3, 60]
      - [0, 2, 30]
      - [0, 1, 20]
      - [0, 0, 100]

99% of the cases, the out of zone error doesn't occurred. This is a rare one. I am out of explanation as to why it happened.

Link to the latest version of the mod

https://www.mediafire.com/file/pykamqf29w4wpnj/Disconnected_Future_Latest.zip

8
Hi, I raised this request is to allow the creation of melee items that act like a limited dialogue system in battlescape interacting with neutral NPC.

Background-  Mods like the Fallout mod for XCom need a system in battlescape to exchange items or services. Having a full dialogue system is out of the question.  What I am proposing is, having a melee item that a soldier or NPC can be equipped with that allows:

Must have
- Enable a neutral or hostile NPC to permanently follow XCom NPC, can be recover as a item or civillians
- NPC can exchange item with XCom soldier with the dialogue item
- XCom with dialogue item can access neutral or hostile NPC inventory.

Maybe have
- XCom NPC to be Permanently unfollowed or get ejected out from XCom squad in battlescape?

The dialogue item will follow as per item rule, but have the following differences.

-tuCost (cost for the dialogue in time used)
-tuSuccessPercentage (chance of success in the dialogue to be actioned)
-tuItemRequired (item or items required for the dialogue to happen)

9
Help / missionzone question
« on: September 18, 2022, 01:34:00 pm »
Greetings, if missionzones has crossing Meridian Prime error, can it cause a mission to spawn outside, randomly out of anywhere not within of the Missionzone that the mission is suppose to spawn in?

10
Hello, I wish to propose a feature that remove items from base in Events. Something like.

events:
  - name: STR_NEGATIVE_EVENT
    description: STR_NEGATIVE_EVENT_DESCRIPTION1
    randomRemoveMultiItemList:
      -
        STR_AVALANCHE_LAUNCHER: 2
        STR_AVALANCHE_MISSILES: 10
      -
        STR_STINGRAY_LAUNCHER: 3
        STR_STINGRAY_MISSILES: 15
      -
        STR_CANNON: 4
        STR_CANNON_ROUNDS_X50: 20
    timer: 100
    timerRandom: 200
extraStrings:
   - type: en-US
     strings:
       STR_NEGATIVE_EVENT: "Base Theft"
       STR_NEGATIVE_EVENT_DESCRIPTION1: "Due to internal corruption in your base, some of your base items has been sold to the black markets."

11
OXCE Suggestions OK / [Suggestion] Extend "go to Cydonia" GUI
« on: September 03, 2022, 03:25:26 am »
Hello,  there is a feature in OXC,  spacecraft = true, that locks a space capable craft to go to Cydonia. Is it possible to unlock it and allow the craft to go to any outer world mission that has an Aliendeployment mark as “outerspace = true?”

When ever a launch button is pressed, preferably allocated to the craft of choice that’s space capable,  it will shows a list of space missions available?

12
Released Mods / FMP Extended errors please fix
« on: September 01, 2022, 01:39:24 pm »
[01-09-2022_20-35-15]   [INFO]   Active mods:
[01-09-2022_20-35-15]   [INFO]   - xcom1 v1.0
[01-09-2022_20-35-15]   [INFO]   - final-mod-pack-extended v1.0
[01-09-2022_20-35-15]   [INFO]   - final-mod-pack v3.1
[01-09-2022_20-35-16]   [INFO]   Loading begins...
[01-09-2022_20-35-16]   [INFO]   Pre-loading rulesets...
[01-09-2022_20-35-16]   [INFO]   Loading vanilla resources...
[01-09-2022_20-35-16]   [INFO]   Loading rulesets...
[01-09-2022_20-35-18]   [INFO]   Loading rulesets done.
[01-09-2022_20-35-18]   [INFO]   Loading fonts... Font.dat
[01-09-2022_20-35-18]   [INFO]   Lazy loading: 0
[01-09-2022_20-35-18]   [INFO]   Loading extra resources from ruleset...
[01-09-2022_20-35-18]   [INFO]   Loading custom palettes from ruleset...
[01-09-2022_20-35-18]   [INFO]   Making palette backups...
[01-09-2022_20-35-18]   [INFO]   After load.
[01-09-2022_20-35-18]   [ERROR]   During linking rulesets of items:
Error for 'STR_CEREBREAL_WEAPON': Wrong index 1992 for surface set BIGOBS.PCK
Error for 'STR_DOGE_BARK': Wrong index 1945 for surface set Projectiles
Error for 'STR_HWP_DISC_LASER_CANNON': Wrong index 1211 for surface set BIGOBS.PCK
Error for 'STR_HWP_SMOKE_CLIP': Wrong index 1088 for surface set X1.PCK
Error for 'STR_REAPER_WEAPON': Wrong index 1012 for surface set HIT.PCK
Error for 'STR_SILACOID_BITE': Wrong index 1012 for surface set HIT.PCK
Error for 'STR_SILACOID_WEAPON': Wrong index 1840 for surface set Projectiles
Error for 'STR_UNARMED_WASPITE': Wrong index 1004 for surface set HIT.PCK

13
OXCE Suggestions Archive / [Suggestion] Default Terrain in map script
« on: August 04, 2022, 09:39:41 am »
Hello, I wish to suggest a feature that could benefit all modders.

In playing mods like XCF and XPiratez, sometimes the mission can spawn on a texture having no terrain, thus the mars terrain is always the one used to replace of all the missing maps in the mission. Thus this can ruins the show or mission.

I propose of having a defaultTerrain feature in mapscript. If the mapscript encounters a texture having no terrain, the defaultTerrain would be used instead.

Sample code

  - type: DESERTSAMPLE
    commands:
    - type: addUFO
      defaultTerrain: URBAN #If texture has no terrain then URBAN is used instead.
    - type: addCraft
      defaultTerrain: URBAN #If texture has no terrain then URBAN is used instead.
    - type: addBlock
      size: 2
      executions: 3
      defaultTerrain: URBAN #If texture has no terrain then URBAN is used instead.
    - type: fillArea
      defaultTerrain: URBAN #If texture has no terrain then URBAN is used instead.

14
Hi, not sure if this is the right place in the forum to ask this question. Is it possible to skip ufo interception completely, if an ufo, take a civilian car for example, with no weapons, is intercepted by a skyranger and this automatically trigger a battlescape mission?

15
Hi, I want to ask is it possible for a craft to continue onto another mission after you complete of a short mission, instead of it automatically return to base?

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