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Messages - Osobist

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1
I suppose you can still be on the same square and shoot down into it (by targeting the same tile as where you are)? This is something I learned from some stream a long time ago. So I suppose this issue only affects "real trajectories".

Yeah, that's works but the problem described in initial post still actual.

2
OXCE Bugs / [BUG] Cannot hit unconscious unit if it lies beside a wall
« on: April 14, 2024, 08:05:45 pm »
Unfortunately it's impossible to finish or hit a knocked out unit if it lies beside a wall. All projectiles shot fly into the wall instead of unit that lies on the floor. In example attached unit 1 is invulnerable for shots while unit 2 could be hit easily. From gameplay POV you should pick the body and put into nearby tile without walls.

3
Hi! I have another humble request for scripts, in fact, two requests.

1) Sqrt function with lower round-off, very convenient for range calculations.

2) Dynamic change for skillIconSprite depending on tags tied with BattleUnit or skillUseUnit. With this we'll make fancy aiming mode indicator (with highlighted bodyparts).

4
OXCE Suggestions OK / [SUGGESTION]: Add scripthook returnFromMissionItem
« on: September 28, 2023, 05:48:18 am »
Can we have function returnFromMissionItem as analogue of returnFromMissionUnit? Got a problem that weapon with huge ammo count (1296 in fact) got lost at the end of a mission if at least one round was spent.

The script example in our particular case could look like:

scripts:
  returnFromMissionItem: |
    item.setAmmoQuantity 1296;
    return;

5
Suggestions / Re: SCP foundation mod to openxcom
« on: August 29, 2023, 05:31:51 pm »
Sorry for being late to the party, I've just recovered from sickness.

About the stuff that FTA already has: probably I'd like to move onto it completely and/or make separate fork, but I still haven't enough expertise to do so.

About the specific wishes from the list - ready to discuss it in PM if needed.

Sorry for clumsy answer, haven't slept since my last shift.

6
Suggestions / Re: SCP foundation mod to openxcom
« on: August 19, 2023, 05:51:20 am »
Still working on it, can't say that there is tremendous progress though.

7
OXCE Bugs FIXED / [FIXED] Pedia's articles scrolling bug (OXC and OXCE)
« on: August 13, 2023, 06:31:16 pm »
Weird bug with pedia's text scrolling due to, I believe, big article's title. Example:

In this entry the title is short enough to consist of only one line. The scrollable text goes from image bottom which is correct.

Spoiler:

But in this entry the title is two lines long. And the scrollable text goes from very screen bottom instead of image.

Spoiler:

The rulesets for both entries are identical.

Entry with correct scrolling:
  - id: STR_SCP_087_DESCENT_C
    type_id: 7
    section: STR_SCPS
    image_id: 087_STAIRS
    requires:
      - STR_SCP_087_DESCENT_C
    text: STR_SCP_087_DESCENT_C_SCPEDIA
    text_width: 140

Entry with incorrect scrolling:
  - id: STR_SCP_087_EXP_B_ANIMAL_TEST
    type_id: 7
    section: STR_SCPS
    image_id: 087_STAIRS
    requires:
      - STR_SCP_087_EXP_B_ANIMAL_TEST
    text: STR_SCP_087_EXP_B_ANIMAL_TEST_SCPEDIA
    text_width: 140

8
Hello. Can we have a feature that would show different bigob depending on soldier's gender?

Examples of bigobs are below.

Spoiler:

9
That suitable too, I guess.

10
Using score penalties is not always convenient. If we're up to make some epic fail that plot-wise prevents any further X-COM activity, it seems strange to set -99999 score and then wait till end of the month to see the gameover screen.

11
I understand that this might be frustrating. Personally I see it viable only after lot's of warnings given to player via events that preceed the final one. Like, for example, there is a big meteor coming towards the Earth, and if player won't do anything about it, it will end with boom.

Truly random gameovers like sudden Commander's heart attack is kinda fun too but only once, and this is not stuff I'd make in my mod, as it's not gameplay wise.

12
It's okay for crucial plot missions e.g. prologue/tutorial missions as their success or failure will determine fate of player's organization. If you cannot pass the exam, what will you do on real job?

13
Hello. Right now we can effectively lose the the game if lose or retreat from mission. But if it comes to despawn of same mission site we cannot do the same, as despawnEvent does not allow us to play losing cutscene and finish the game, which is kinda illogical.

Can we have the same function on mission despawns and events?

14
Tools / Re: OpenXCom Modding Tools
« on: May 09, 2023, 05:55:56 pm »
Hello, Falco. I've tried to use World editor that Buscher kindly uploaded here: https://buscher.eu.pythonanywhere.com/worldeditor and encountered a problem that I cannot import my region.rul. It opens by tapping the Open Import button, but all content does not affect the map and stuff, only vanilla content can be edited. What I'm doing wrong? Attaching my regions.rul here.

15
The icon's sprite should be calculated at each frame just like selectUnitSprite and selectItemSprite does. Tag's changing on unit comes as trigger to it. The tag change itself happens in skillUseUnit event. Simply talking: unit used skill - the skill icon changed at the same time. Used other skill in same turn - changed again. All goes in realtime.

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