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Messages - robin

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1
Downloads attached (extra weapons mod contains small rockets too).
I reeeeally need to use the new mod site.

2
Work In Progress / Re: [WIP][MOD][OXCE+] From the Apocalypse 0.5.2
« on: August 29, 2019, 11:46:04 pm »
Any news, please ?  :)
Aah missed your post.
There no news because in summer I put on a cape and become Super Outdoorsman, the superhero that doesn't do any modding at all!
(Having no A/C helps the transformation).

I actually did a bunch of sprites and started the concept for a new terror unit, but nothing really substantial.
I also think my mod is currently bugged on latest OXCE releases because the indexes for the weapon sprites changed (no more negative values iirc/afaik).

3
OpenXcom Extended / Re: New features request for OXCE
« on: August 29, 2019, 11:36:04 pm »
Before I reply to the other questions, Firstly, how do you implement the turret on an enemy terror unit like a tank?

What I meant was, if I can purchase Tank/Cannon from the market, then the enemy could also do the same and use it against me.

So, I like to have tank/Cannon terror weapons.

However, no matter how I tried and experiment, I can't find a way to make it happen without the turret going missing.
I had fully working 'conventional' enemy tanks in my mod (since then I switched to an unconventional solution, because reasons).
Unless some OXCE update forbidden the possibility, they should still be doable.
I suggest you download some big mod (Piratez, X-Com Files) that still may still have 'conventional' enemy tanks and check how they do it.

4
Work In Progress / Re: [WIP][MOD][OXCE+] From the Apocalypse 0.5.2
« on: May 21, 2019, 11:53:19 pm »
new version up, moar fixes

5
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: May 19, 2019, 09:18:13 pm »
- Draw dogfight icons also for craft equipment
Yay!

6
I don't have a geoscape save, it's from the New Battle mode.

7
OpenXcom Extended / Re: [Documentation] Spawning Units from Items
« on: May 19, 2019, 07:34:52 pm »
Can you upload an example of this? Items should be placed correctly even with vertical levels. Does the log file after you get the crash say anything about the height of the map?

Edit: I was able to reproduce the crash by uncommenting the spawners on the Transporter and using it on the Alien Gate Assault mission. It looks like the height offset of the craft is getting added to the z-position of the items twice, placing your turrets off the top of the map. I'm working on refactoring the verticalLevels code and this is already fixed in my WIP version of OXCE. In the meantime, if you increase the height of the deployment to 11 and leave the height of the verticalLevels at 9, the turrets will be spawned without a crash. They'll also look a little weird since they'll fall from the top of the map to their intended positions.
I see thanks.
Does this also mean I can make brainsuckers rain onto the map?

8
Work In Progress / Re: [WIP][MOD][OXCE+] From the Apocalypse 0.5.1
« on: May 19, 2019, 07:28:47 pm »
Uploaded 0.5.1 with some fixing. Still quite a mess though.

9
Yes, the U_DIMENSION script.
Here's a save, the block affected is in the top right corner of the map. It is still 2x2 but for once it is not the flat lava block.
I uploaded a new version of the mod with some fixes, the save is made with this version: https://mega.nz/#!YnJBhASL!WZeLvFMXjzLJus6rDgL1j2Lx0cDo9h2frEMuyDuUGwI

10
OpenXcom Extended / Re: [Documentation] Spawning Units from Items
« on: May 19, 2019, 06:23:54 pm »
Yes! We use this in the 40k mod to give ground vehicles turrets.
Then... I think I found a bug with the vertical terrains: the item-units are spawned normally when the craft is on a normal terrain but I get Segmentation Fault error when starting the mission on a terrain that uses vertical levels. Maybe the Z coordinate of the item-unit defined for the craft map goes crazy.
But of course there is also a large probability that the issue is in my terrain/script.

11
Work In Progress / Re: [WIP][MOD][OXCE+] From the Apocalypse 0.5.0
« on: May 19, 2019, 06:12:24 pm »
New version up.. but beware it is extremely broken. But well some new content is there:
 - new shiny terrain
 - craft non-weapon equipment
 - new icons for facilities

13
OpenXcom Extended / Re: [Documentation] Spawning Units from Items
« on: May 19, 2019, 05:54:28 pm »
Can I spawn item-units into a X-Com craft map block?
Like this:

Code: [Select]
crafts:
  - type: STR_TRANSP
    [...]
    battlescapeTerrainData:
      name: TRANSP
      mapDataSets: *mapDataSetsXcomCraft
      mapBlocks:
        - name: TRANSP
          width: 10
          length: 20
          items:
            STR_ROBOTURRET_XCOM_PLASMA_SPAWNER:
              - [2, 9, 0]  # x, y ,z Position of the item in the map block
              - [7, 9, 0]
          fuseTimers:
            STR_ROBOTURRET_XCOM_PLASMA_SPAWNER: [0, 0]  # Set all fuses on these items to 0

14
Hey ohartenstein23 I might *potentially* have found a bug (I say "potentially" because it could very well be my fault).
Sometimes a layer from a 2x2 map block is placed over another 2x2 map block. It only seems to happen happen for that specific 2x2 lava map block you can seen in the screens (maybe because it is the only flat 2x2 map block? Its height is still 4 like the rest but unlike them only the fist layer contains tiles). Quite strange.

15
Help / Re: Large (2x2) X-Com facility.. Segmentation Error..
« on: May 19, 2019, 12:14:08 am »
I thought it automatically used the Hangar's box, when defining "size: 2".
Anyway it works now, thank you.

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