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Topics - nooblord

Pages: [1]
1
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?

2
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."

3
OXCE Suggestions NEW / [Suggestion] spacecraft not bound to cydonia.
« 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?

4
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

5
OXCE Suggestions NEW / [Suggestion] Default Terrain
« 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.

6
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?

7
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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