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Messages - Buscher

Pages: [1] 2 3 ... 5
1
OpenXcom Extended / Re: [request] specify the quantity of spawned units
« on: September 18, 2021, 01:10:15 am »
You can do all that with clever use of spawner grenades.
I had a similar proof of concept sitting around to play around with. Back then it was a recursive spawning of units. When they die, they drop spawner grenades, which spawn units, which then die again to drop more spawner grenades.
Now I have refactored and cleaned it up a bit. This also works fine with 1x1 creating 2x2 units.

The number of new units is limited per corpse as the game needs to find a nearby spot to spawn the new units.
You can see an example here.

2
Help / Re: Spawning a unit with builtInWeaponSets: that has a grenade?
« on: September 12, 2021, 02:29:47 pm »
You need to set allowInv: true in your test armor.

For next time it would be helpful if you provided an alienRace list
Spoiler:
alienRaces:
  - id: STR_AQUATOID_TEST
    members:
      - STR_AQUATOID_COMMANDER
      - STR_AQUATOID_NAVIGATOR
      - STR_AQUATOID_MEDIC
      - STR_AQUATOID_TECHNICIAN
      - STR_AQUATOID_SQUAD_LEADER
      - TEST_UNIT_UNIT
      - STR_CALCINITE_TERRORIST
      - STR_CALCINITE_TERRORIST
  - id: STR_AQUATOID_TEST_UNDERWATER
    members:
      - STR_AQUATOID_COMMANDER
      - STR_AQUATOID_NAVIGATOR
      - STR_AQUATOID_MEDIC
      - STR_AQUATOID_TECHNICIAN
      - STR_AQUATOID_SQUAD_LEADER
      - TEST_UNIT_UNIT
      - STR_HALLUCINOID_TERRORIST
      - STR_HALLUCINOID_TERRORIST

Also if you are interested you can take a look at the Penetante in ROSIGMA. They got explosive collars which they can activate at their own volition
Items
Script
Armor
Unit

No idea if this kind of linking works with Discord but in theory you can watch a video here

3
Open Feedback / Re: Small windows
« on: August 14, 2021, 01:20:42 pm »
It is possible if you are willing to change the source code and compile OXC/OXCE yourself.
You can try to add this commit. I am going to edit it again and then I will try to make it a pull request for OXCE. Maybe it become a feature.

For compilation you can have a look here.

As for an even bigger window, it would be possible but then you lose backwards compatibility with the original resolution (320x200)

4
Help / Re: Script access to builtInWeapons.
« on: August 14, 2021, 01:11:49 pm »
You were asking how to access a specialWeapon and it makes (nearly) zero difference in syntax if it is a newTurnUnit hook or a hitUnit hook. It should work the same.

'attacker' as well as 'unit' are accessible and editable (ptre BattleUnit) for both script hooks. This means that your specialWeapon is also editable (ptre BattleItem). You don't even have to change anything in the example to access it with the variable 'itemWeapon' from the example.

5
Tools / Re: Merge 2x2 Spritesheet Tool
« on: August 13, 2021, 02:25:10 pm »
Thank you both for the kind words.
I also end up using this tool quite frequently. It's really a great time saver.

6
OpenXcom Extended / Re: Wildcards or pattern matching
« on: August 13, 2021, 02:23:16 pm »
You can use anchors and refNode for that purpose. See the first example here as reference.

For your example it would be like so
Code: [Select]
items:
  - &STR_HEAVY_GAUSS_ANCHOR
    type: STR_GAUSS_PISTOL # dash was removed by purpose
    weight: 42 # value which is now part of the anchor

  - type: STR_GAUSS_RIFLE
    refNode: *STR_HEAVY_GAUSS_ANCHOR # includes weight: 42

  - type: STR_GAUSS_HEAVY
    refNode: *STR_HEAVY_GAUSS_ANCHOR

7
Help / Re: Script access to builtInWeapons.
« on: August 13, 2021, 02:18:17 pm »
You can consider this example if you like
Code: [Select]
    newTurnUnit:
      - offset: 20
        code: |
...
          var int temp;
          var int numInventoryItems;

          var ptr RuleItem rItem;

          var ptre BattleItem tempItem;
          var ptre BattleItem itemDummy;
          var ptre BattleItem itemWeapon;
...
          unit.getSpecialItem itemWeapon 0; # might need a sanity check with getSpecialItem.size
          itemWeapon.getRuleItem rItem;
          rItem.getTag temp Tag.ITEM_IS_VOX_WEAPON;
          if neq temp 1;
            return;
          end;

          unit.getInventoryItem.size numInventoryItems;
          loop var i numInventoryItems;
            unit.getInventoryItem tempItem i;
            tempItem.getRuleItem rItem;
            rItem.getTag temp Tag.ITEM_IS_VOX_DUMMY;
            if and eq temp 1 eq itemDummy null;
              unit.getInventoryItem itemDummy i;
            end;
          end;
...
          return;


8
A spawner grenade is a battleItem: 4 item that uses spawnUnit
You can also have different other battleItem types to spawn units. Spawner grenades can also be put on terrain with their fuse set to some value
For example (taken from 40k missions_IG.rul)
Spoiler:
  - name: PDF_DEPLOYMENT
    mapDataSets:
      - BLANKS
      - CHIMERAUFO
    mapBlocks:
      - name: CHIMERAPDF
        width: 20
        length: 10
        height: 2
        items:
          STR_GUARDSMAN_FEMALE_SPAWNER:
            - [1, 1, 0]
            - [4, 3, 0]
            - [12, 1, 0]
            - [16, 2, 0]
            - [19, 8, 0]
            - [7, 7, 0]
          STR_GUARDSMAN_MALE_SPAWNER:
            - [3, 3, 0]
            - [6, 1, 0]
            - [15, 2, 0]
            - [18, 1, 0]
            - [12, 8, 0]
            - [0, 9, 0]
        fuseTimers:
          STR_GUARDSMAN_FEMALE_SPAWNER: [0, 0]
          STR_GUARDSMAN_MALE_SPAWNER: [0, 0]

Will create 12 Guardsmen when this map is part of the map generation.

9
To my knowledge there isn't a way to have multiple player crafts in a battle. In theory you might be able to duplicate your craft by adding multiple 'addCraft' into a mapScript but that doesn't work either.
What you can try is to have a look at the "Chaos outpost" mission in the 40k mod. In this mission you get either Marine Drop Pods or Imperial Guard Chimeras (with no turret though) on the civilian side to reinforce you. You could turn their spawner grenades to spawn on your side as nameless soldiers too if you fancy that. Also there is a reinforcements possibility for alienDeployments. Maybe you can spawn friendly troops with that too.

10
Help / Re: Need help with startingConditions: & armorTransformations:
« on: June 23, 2021, 06:41:24 pm »
I think armorTransformations is part of enviroEffects: and not startingConditions:

11
40k / Re: [ADDON] ROSIGMA
« on: May 21, 2021, 03:20:23 am »
I attempted to look at the newly equipped sentinel in the inventory section of my craft but crashed as soon as I pressed the button., I seem to be missing a lot of images, is this an issue on my end?

[Edit] On a chaos craft there are 2 entities that are completely invisible and cannot be interacted with but block movement (seemingly canceling it) and can shoot at my soldiers. They also seemingly exist between levels? one of my soldiers was on level 2 and they were on 3, yet shot at me with no vision.

For the Adeptas Sentinel we have uploaded a hotfix.

As for your second issue I can't tell if you have uploaded the correct save game. It's a Cult Summoning mission and not a chaos craft. Also I cannot observe the mentioned behaviour.

12
40k / Re: [ADDON] ROSIGMA
« on: May 18, 2021, 11:30:11 pm »
to the canoness crash, after that one on the Base siege (which was crashing) I encountered 3x times canonesses 2x with inferno pistol + sword and 1x with the storm bolter but the crash was not occurring.

I downloaded the new version and the canoness issue seems to be "Fixed"

but I witnessed a new type of crash (log, save file and pop up in the zip) after my first Eldar webway,
the Chimera is returning to base and by time passing the game crashes and I get "crashed:vector::M_range_chek:__n"

if I load the save then the crash always occurred, just press 30min or 1h and wait

Can you try the file in this post and see if it fixes your problem?

13
40k / Re: [ADDON] ROSIGMA
« on: May 14, 2021, 08:55:01 pm »
Can't reproduce it again. Neither by shooting nor by killing via debug. I have even tried the OXCE version (Linux) you are likely using.

You could probably also check 40k/Ruleset/extraSprites_40k.rul
Code: [Select]
  - type: FLOOROB.PCK                            #FLOOR FLOOR FLOOR FLOOR FLOOR FLOOR
    files:
...
      378: Resources/Adeptas/floorob_378.png

and have a look in the 40k mod folder that you have the file Resources/Adeptas/floorob_378.png

Otherwise I can't think of any reason. Especially as I cannot reproduce it.

In the meanwhile I am going to upload two saves after the battle. One has the Canoness sold, so it should work either way.

14
40k / Re: [ADDON] ROSIGMA
« on: May 14, 2021, 04:52:11 pm »
Dear All,

so the Bad Ladies attacked my base..was not an easy battle but we managed...but then Boss Lady came
killed like 4-5x Guards and then we won only to get a screen that a file is missing (the game crashed)
which file can I reproduce to fix it? (I dont care if the corpse will look diferently)

Hey,

I can't reproduce your issue with OpenXcom 7.0 (v2020-03-17) and ROSIGMA v1.0 (with and without the hotfix in this thread).
You could check ROSIGMA/Ruleset/ENEMY/HERETICSISTER/armors_hereticsisters.rul
Code: [Select]
  - type: STR_HERETIC_CANONESS_ARMOR    #ADEPTAS BARRONESS CANONESS
...
    corpseBattle:
      - STR_HERETIC_CANONESS_CORPSE #STR_ADEPTASC_CORPSE

and ROSIGMA/Ruleset/ADEPTAS/adeptas.rul

Code: [Select]
  - type: STR_HERETIC_CANONESS_CORPSE
    name: STR_CORPSE
    weight: 30
    bigSprite: { mod: 40k, index: 619 }
    floorSprite: { mod: 40k, index: 378 }
    invWidth: 2
    invHeight: 3
    armor: 80
    recover: true
    liveAlien: true
    costSell: 50000

It should look like in the code boxes. If that all doesn't help you can consider using debug mode (enable in options.cfg) with CTRL+D and CTRL+K. Perhaps updating OXCE might help but it seems to be a stretch.


15
40k / Re: 40k Bug/crashes/problemĀ“s report
« on: May 04, 2021, 09:36:37 am »
I'm having the same issue as the post above, and I've attached my saves and the openxcom log. The autosave for the geoscape has a few in-game hours before the crash while the manual saves have the error occur a few seconds later.

Try putting the alienMissions_40k.rul in mods/40k/Ruleset.

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