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Messages - Yankes

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Help / Re: An alien unit that is always displayed at maximum light level?
« on: December 02, 2022, 09:26:42 pm »
Code: [Select]
selectUnitSprite: |
this line is bugged and should be removed. As you start new script but do not add any body for its body.

OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: December 01, 2022, 08:27:49 pm »
you could simply mess up script and it did not compiled at all.

Help / Re: An alien unit that is always displayed at maximum light level?
« on: December 01, 2022, 08:26:38 pm »
Code: [Select]
unit.getRecolor new_pixel;
add_burn_shade new_pixel burn shade;
return new_pixel;
This is default script lined to each unit, if you replace script in given unit by this, then on its own will not change behavior of shading at all.
But when you replace it, you can alter it any way you want and archive your desired result.
In this case if you replace parameter `shade` usage by `0` then game will display given unit as it was in bright light.

I too not against, if code is clear and not unneededly complicated then I would be for inclusion to OXCE.
Only question is how it will be defined in ruleset, how it will handle multiple crafts and how handle crafts that do not have battlesapce mode?

Suggestions / Re: Make Shield HP Obvious
« on: November 26, 2022, 01:20:39 pm »
I recall that now shields have small flashing animation when are active, one solution is alter this animation when shield have less than 25% of hp.

Another solution would be message flash, it could show custom text, you could even make scanner that will "hit" unit and will display some stat about it.

For now there is no other way to have feedback from y-scripts. In theory it could be added in other places, like have option to alter unit stats bars, or show some custom text in some screens.

OpenXcom Extended / Re: [QUESTION] Spawn crafts in hangars on base defense
« on: November 26, 2022, 01:05:34 pm »
And how it will handle multi craft hangars? Another thing is this will need some prepossessing of craft to remove exit tiles, or on other hand would be fun if you can quit base defense and transfer your solders to other base?

OpenXcom Extended / Re: [SUGGESTION] Reaction mechanics
« on: November 25, 2022, 11:47:28 am »
Vanilla reaction mechanics is well defined but pretty weird to say the least. It include the amount of TU left on target. Why target TU should have anything to do with reaction triggering is beyond of my imagination. When opponent enters unit visibility area with the last step spending all of their TUs - immediate reaction follows. Whereas, if we can imagine unit with 1000 TUs then it can safely enter enemy visibility area, do a break dance, then leave - nothing will happens.
1000TU vs 50TU is like comparing Ferrary with walking men. You can see it but you are too slow to jump off round before it hit you.
Same with here, from observe perspective 1000TU unit literary jump from one side of room to other and is nearly impossible to aim at it.

For units with relative same amount TU this work even better, as it try recreate simultaneously movements. When one side spend 1TU other side can spend same 1TU too.

For change it self, reactions are scripted, if you really want you can try override default behavior but there are still some limitations how much you can override.

Work In Progress / Re: [WIP][SOURCEMOD][OXCE] Brutal-AI
« on: November 21, 2022, 02:15:15 am »
Check if tile is visible first, is not exactly same but lot of cheaper to do. There is multiple places where you could cut corners in algorithm to skip majority of tiles in check (like check tiles that have closet path to your alien, have max range cut off from human, etc).

Troubleshooting / Re: babby's first cheat mod. Help
« on: November 21, 2022, 02:04:59 am »
Would be easier hack your save?

For bug itself check if you do not put some invalid characters in that line, yaml is bit picky about what you can place there (like tab vs space).

burning tiles have boosted move cost for AI during move calculation, AI always try find path that have lowest cost, this cause AI to avoid tiles with fire.
In corner case AI could think that better path is move long path around fire or skip reaching given point because theoretical cost (inflated by fire) is too big.

Some units by default ignore this penalty, adding other to it should be relative simple.

Work In Progress / Re: [WIP][SOURCEMOD][OXCE] Brutal-AI
« on: November 20, 2022, 06:42:06 pm »
Why game need to check whole map? Could be better filter tiles that have no impact on final result? Some times making more operation make code lot faster if it permitting skipping other operations.
I had performance problem with light propagation, on some very big maps you can notice 1s lag when you open doors, solution was:
Loot of new complex code and lot more at first glace work done, but with this code lag is barley noticeable.

This mean one solution could be process only xcom units and mark every place where any xcom units are visible, then when your process aliens you consider only places where have any visibility or at list visibility is possible. It do not matter even if half of tiles will be wrongly recognized as "have visible xcom unit" if you process only 10% of current tiles. This is still 10x speed up.

OpenXcom Extended / Re: [QUESTION] Documentation regarding script hooks
« on: November 18, 2022, 01:32:22 pm »
There is variant of thins function that show text around 4 time longer, it have similar name to one I post prevously

OpenXcom Extended / Re: [QUESTION] Documentation regarding script hooks
« on: November 17, 2022, 11:31:43 pm »
To display to player you have function `BattleGame.flashMessage` that show temporal text under buttons.

OpenXcom Extended / Re: [QUESTION] Documentation regarding script hooks
« on: November 17, 2022, 03:18:05 pm »
First of all `(MISS)` is for now impossible to implement, as any script is called only when bullet hit its target.
For methods data that are available in scripts you can ask your OXCE exe adding verbose loggin in config.
For overall info about scripts read:

Open Feedback / Re: Looking for some advanced strategies and their counters
« on: November 16, 2022, 01:24:38 pm »

I thought about whether actually "knowing" about smoke would help the AI in any way. But I couldn't really come up with a scenario where that would be the case. At least not one that could also be exploited. e.g.: "Blindly firing at random locations in the smoke" as a "counter" would immediately stop being useful and become easily exploitable by "throw smoke to deplete their TU's and ammunition".
Some aliens should do this as its would be fun mechanic, but you need provoke it first by shooting at alien from that smoke or something like that and given alien have low intelligence stat.

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