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Messages - robin

Pages: [1] 2 3 ... 82
1
Work In Progress / Re: [WIP]X-Mars
« on: October 01, 2024, 09:22:15 pm »
Looks great.
Nord you are unstoppable!

2
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.29.0
« on: August 18, 2024, 10:22:36 pm »
Hello wolwerin,
thanks for the report!

#1 added to the "to fix" list.
I think I already fixed #2 in my local version (0.30.3), but I will check again.

I'm in summer-lazy-mode, so please be patient  :P

3
Help / Alien Retaliation flock
« on: May 25, 2024, 07:35:50 pm »
Goal:
  • Flock of 4 UFOs heading together to X-Com base.
  • 2 UFOs should be hunter killer of type INCURSOR, escorting the generating UFO.
  • 1 UFO should be hunter killer of type ASSAULT_SHIP, escorting the generating UFO.
  • 1 UFO should be the one generating the Base Defense.
  • Once Base Defense is over, generating UFO should fly away with the others (not disappear that is) (is it even possible?).

My current ruleset is as follows.
No matter how much I fiddle, I can't get the intended result.
The effect of current ruleset is: 4 ASSAULT_SHIP UFOs, each generating a Base Defense (so 4 Base Defense in a row), see screenshot.
(timer is set to 10 because I wanted to understand what was happening; since UFOs are supposed to fly together, final Timer is going to be 1 or 0).

Code: [Select]
  - type: STR_ALIEN_RETALIATION
    points: 0
    objective: 4
    spawnUfo: STR_UFO_ASSAULT_SHIP # Spawned for the final retaliation run
    operationType: 6  # take off and land in the same alien base that spawned the mission
    raceWeights: *raceWeightsAlienDrop
    # In the case of a shootdown, race comes from the UFO that triggered the mission.
    skipScoutingPhase: true
    #multiUfoRetaliation: true # test unknown effect
    #multiUfoRetaliationExtra: true # test unknown effect
    targetBaseOdds: 100
    waves:
      #- ufo: STR_UFO_BOMBER
      #  count: 2
      #  trajectory: A1_EXIT_ZONE2
      #  timer: 10
      #  hunterKillerPercentage: 100
      - ufo: STR_UFO_INCURSOR
        count: 2
        trajectory: A1_EXIT_ZONE2
        timer: 1
        hunterKillerPercentage: 100
        escort: true
      - ufo: STR_UFO_ASSAULT_SHIP
        count: 1
        trajectory: A1_EXIT_ZONE2
        timer: 10
        hunterKillerPercentage: 100
        escort: true
      - ufo: STR_UFO_ASSAULT_SHIP
        count: 1
        trajectory: A1_EXIT_ZONE2
        timer: 10
        hunterKillerPercentage: 100
        escort: true

Thanks



4
Hi ohartenstein23,
I still have the issue of the missing tunnels under X-Com craft, some are dug some are not, see screenshot.

related mapScript:
Code: [Select]
  - type: U_DIMENSION  # U_BUILDING + U_PLANET using verticalLevels
    commands:
    - type: addCraft
      size: [1, 1, 9]
      verticalLevels:
       - type: ground
         size: [1, 1, 5] # either 0 or the z-level where your craft is supposed to be
         groups: 0
       - type: decoration
         size: [1, 1, 0] # either 0 or the z-level where your craft is supposed to be
         terrain: U_PLANET
         groups: 1
       - type: craft
         size: [1, 1, 4] # either 4 or the height of the craft's map
   
    - type: addBlock
      #groups: 2
      #executions: 1
      size: [1, 1, 9]
      verticalLevels:
      - type: ground
        size: [1, 1, 5]
        groups: 2
      - type: ceiling
        size: [1, 1, 4]
        terrain: U_PLANET
        groups: 2
     
    - type: addBlock
      size: [2, 2, 9]
      verticalLevels:
      - type: ground
        size: [2, 2, 5]
        groups: 3
      - type: ceiling
        size: [2, 2, 4]
        terrain: U_PLANET
        groups: 3
       
    - type: addBlock
      size: [2, 2, 9]
      executions: 3
      verticalLevels:
      - type: ground
        size: [2, 2, 5]
        groups: 3
        blocks: [1, 2, 5, 6, 7, 8, 9, 10, 15]
        maxUses: [1, 1, 1, 1, 1, 1, 1, 1, 1]
      - type: ceiling
        size: [2, 2, 4]
        terrain: U_PLANET
        groups: 3
        maxUses: 1
       
    - type: fillArea
      size: [1, 1, 9]
      verticalLevels:
      - type: ground
        size: [1, 1, 5]
        groups: [0, 1]
        freqs: [3, 1]
      - type: ceiling
        size: [1, 1, 4]
        terrain: U_PLANET
        groups: 0
     
    - type: digTunnel
      direction: both
      tunnelData:
        level: 1
        MCDReplacements:
          - type: corner
            set: 11
            entry: 2
          - type: westWall
            set: 11
            entry: 1
          - type: northWall
            set: 11
            entry: 0
          - type: floor
            set: 11
            entry: 50
           
    - type: digTunnel
      direction: both
      tunnelData:
        level: 3
        MCDReplacements:
          - type: corner
            set: 11
            entry: 2
          - type: westWall
            set: 11
            entry: 1
          - type: northWall
            set: 11
            entry: 0
          - type: floor
            set: 11
            entry: 50


Mod here: https://openxcom.org/forum/index.php?topic=3319.0
You can reproduce creating a DIMENSIONAL GATE ASSAULT,  using any 2*1 craft (like TRANSPORTER), in Quick Battle.
Attached a save from the campaign where this type of mission site exists, so you can send the craft to it, screnshot attached.

5
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: May 05, 2024, 08:59:51 pm »
- Multi-UFO retaliation base attacks (attribute `multiUfoRetaliation`)
I don't understand what multiUfoRetaliation and multiUfoRetaliationExtra do, could someone explain?

6
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.29.0
« on: May 04, 2024, 06:51:59 pm »
new version up, 0.29.0.

Love to see you active, Robin. Your apocalypse stuff spread well across.
Everything is getting teared apart immediately after release. Sign of appreciation of you among most talented pixel artists and modders here
Thanks

7
Help / Re: AI unit immune to zombification?
« on: April 24, 2024, 11:35:20 pm »
I confirm that: player VS alien --> no zombification (at least in my mod).
I can live with that.
scripts are waaay beyond my brain.

8
Help / AI unit immune to zombification?
« on: April 24, 2024, 12:16:08 am »
Are AI units (both civilian and hostile) hardcoded immune to zombification?
Tried to I explicitly define
Code: [Select]
zombiImmune: false, but still immune.
What am I missing?
Thanks

edit: hostile only. civilian are zombified as expected

10
Help / Re: globe areas ?
« on: April 18, 2024, 12:09:46 am »
Thanks!
What misled me is that areas can be outside the region, example exit zone (zone 5) for a region has areas all over the globe. But it makes sense now.

11
Help / globe areas ?
« on: April 17, 2024, 10:56:45 pm »
What are the areas marked in the screenshot?
regions are clear.
zones are also clear.
but areas I don't understand: where are they defined? how are they used?

12
OXCE Bugs FIXED / Re: Zigzag?
« on: April 12, 2024, 10:27:10 pm »
The tall grass affects movement cost. It is an object-type MCD on top of the floor MCD: the movement cost of the two MCDs stacks (I dare to say that's how it works), meaning higher movement cost on those tiles.
I think the pathfinding is zigzaging to avoid the tall grass to optimize movement cost.

So the pathfinding should be tested on a map with a "pure" floor made of one single MCD (floor-type tiles can have different costs too).

13
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.28.3
« on: April 11, 2024, 11:27:32 pm »
new version up, 0.28.3

14
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.28.2
« on: April 11, 2024, 12:09:52 am »
new version up, 0.28.2
* refurbished and streamlined TEMPLE terrains and maps.

15
OXCE Support / [Solved] accuracy % on fire cursor
« on: April 09, 2024, 10:47:55 pm »
In my mod I use UFOExtender accuracy because I want to display the accuracy % on fire cursor.
It removes the need to reopen the shooting menu to check current accuracy.
Is helps the player understand when trying to shoot a out-of-LoS target (accuracy is halved).

However I'm not interested in the actual features of UFOExtender accuracy (range-based accuracy and all that).
As a result, I have to set to all firearms:
Code: [Select]
aimRange: 999
snapRange: 999
autoRange: 999

It is absolutely not a big deal! (in fact, I'm already doing it), but I wonder if there is a simpler way to activate the % on firing cursor.

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