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Messages - Biggieboy

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1
Work In Progress / Re: [OXCE] Heavy Plasma Blaster
« on: June 20, 2019, 06:58:08 pm »
I'm using heavy plasma blaster in my current game of hardmode expansion and have noticed if I update to latest OXCE of 18/06/19 the mod fails to load as it says the sprite number exceeds the 1000 limit set in "bigobs".pck. It still works with OXCE of 19/05/19.

 
Wrong log attached, it says everything loaded correctly.

But indeed the mod uses unreasonably high sprite indices and should be fixed.
E.g. instead of 1030-1033 use for example 200-203.

Thank you guys the feedback, when im okey, i fixed all and i finish the new version (i have accident few week before, my arms broken)

2
OpenXcom Extended / [Suggestion] requires for pages
« on: April 28, 2019, 09:21:25 pm »
Hi Guys!

The "pages" its very good in Ufopedia, but i needed "requires" too, because some ammo type need research, but the pages is there, before researched.

Example:

Code: [Select]
    pages:
      - text: STR_HEAVY_PLASMA_BLASTER_V2_UFOPEDIA1
        title: STR_HEAVY_PLASMA_BLASTER_V2
        ammoSlot: 0
        requires: STR_HEAVY_PLASMA_BLASTER_V2_UFOPEDIA1
      - text: STR_HEAVY_PLASMA_BLASTER_V2_UFOPEDIA2
        title: STR_HEAVY_PLASMA_BLASTER_V2
        ammoSlot: 1
        requires: STR_HEAVY_PLASMA_BLASTER_V2_UFOPEDIA2

Thank you!

3
OpenXcom Extended / Re: OXCE Future plans
« on: April 09, 2019, 06:03:08 pm »
Buildings aren't the problem, it's about the game supporting multiple craft and hangar sizes. Creating a 1x1 hangar is easy. The hard part is allowing only certain craft to use it.

Its not 1x1, its 3x3 with 4 craft capacities, and Large workshop with 1 craft cap. But yes, only 1 craft show, not more.

4
OpenXcom Extended / Re: OXCE Future plans
« on: April 09, 2019, 03:02:46 pm »
On the risk of sounding selfish - please do. I don't do much modding, but this is probably the most important addition i'm waiting for right now.

Did you try Building Mod pack? (with Large Hangar)

5
Resources / Re: The_Funktasm's Crap-U-Copia: Alpha on page 3 - 1/1/17
« on: April 05, 2019, 11:23:44 pm »
Sure. It's a modder's resource.

Thank you!

6
Work In Progress / Re: [OXCE] Heavy Plasma Blaster
« on: March 31, 2019, 06:06:27 pm »
btw Recently I push changes to UFOpaedia that have better support multi ammo slot weapons.

Great, thank you!

And graphics update and more plan :)

7
Work In Progress / Re: [OXCE] Heavy Plasma Blaster
« on: March 30, 2019, 09:42:25 pm »
Next update:

- New graphics and more ammos!



8
Resources / Re: The_Funktasm's Crap-U-Copia: Alpha on page 3 - 1/1/17
« on: March 30, 2019, 12:43:32 am »
I really like your graphics! Can i use it to my mod?

I attached example.

9
Work In Progress / Re: Heavy Plasma Blaster
« on: March 27, 2019, 10:41:35 am »
Exactly!

First i wanna done this mod (i hope today). And after need pictures for this weapon. Other mods doesnt see this weapon?

First version released here: https://openxcom.mod.io/heavy-plasma-blaster

10
Work In Progress / Re: Heavy Plasma Blaster
« on: March 24, 2019, 11:04:40 pm »
Exactly... and then give it to a rookie :D

Okey, with unlimited ammunition too :D

11
Work In Progress / Re: Heavy Plasma Blaster
« on: March 24, 2019, 11:03:49 pm »
I think just adding the two weapons' material components together should work.
Based on vanilla: $212,000 for parts, 2,200 Engineer Hours, 2 Alien Alloy

I thinking, and its too easy. This weapon its very OP.

The manufacture need Heavy Plasma and Blaster Launcher too. And i made 2 other new resources (for ammunition too). So the manufacture its chained.

This is now:

Heavy Plasma + Blaster Launcher = Heavy Plasma Blaster.v1
Heavy Plasma Blaster.v1 + Weapon Control System = Heavy Plasma Blaster.v2

1 Blaster Bomb = 2 Small Blaster Bomb.v1
1 Small Balster Bomb.v1 + Projectile Control System = 1 Small Blaster Bomb.v2

maybe  some elerium and alloy

12
Work In Progress / Re: Heavy Plasma Blaster
« on: March 24, 2019, 10:58:27 pm »
Would you like to do a terrestrial version with rifle and either HC-HE (though in that case I assume there needs to exists a single round HC-HE clip)?

Like this?


13
Work In Progress / Re: Heavy Plasma Blaster
« on: March 23, 2019, 09:30:44 am »
I got you some weapon floorob and handobs.

Oh my God, thank you! Very good lookin'!!!

14
Work In Progress / Re: Heavy Plasma Blaster
« on: March 22, 2019, 06:56:32 pm »
This looks awesome, I was just wondering if I could add something like this to my game. If the aimed shot was just a normal direct shot without waypoints, the AI would be able to deal with that right? I.e. it can deal with different shots having different ammunition type in general?

I can made ammunition without waypoints and test it how works with in aliens hand. But now i have some problems with amunnition sprites, so i working on that.

15
Work In Progress / Re: Heavy Plasma Blaster
« on: March 22, 2019, 10:32:42 am »
Why don't you just try?

For me aimed shot and launch missile are two completely different types of actions... I don't see how AI would be able to set up waypoints while trying to perform an aimed shot.

Waypoints work only in Aimed Shot, if Auto shot changed to Blaster Launcher, its not work the waypoint, so only a simpe launcher. But yes, when im done, we can try :)

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