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Messages - cevaralien

Pages: 1 ... 5 6 [7]
91
Help / Re: Weapons ADD-ON Flashlight
« on: July 21, 2020, 03:58:44 pm »
Ok, i understand. Thanks.

92
Help / Some questions
« on: July 21, 2020, 06:12:10 am »
Hi.

1) I'm making a machine gun. In fact, it works, but i have problems with the ufopedia.

My weapon shoots 6 bullets in auto and 3 on snap, but, in ufopedia doesn`t show the (x3), only the (x6) of auto shot. I 'm following the pattern of the X-Com Files mod about BlackOps LMG. In that mod, the ufopedia article is ok,but it doesn't work for me.

Quote
  - type: STR_MACHINE_GUN
    size: 0.3
    costBuy: 3500
    costSell: 2512
    weight: 11
    bigSprite: 7
    floorSprite: 7
    handSprite: 32
    bulletSprite: 2
    fireSound: 4
    compatibleAmmo:
      - STR_MG_AP_AMMO
      - STR_MG_AA_AMMO
    accuracyAuto: 50
    accuracySnap: 60
    accuracyAimed: 80
    tuAuto: 35
    tuSnap: 33
    tuAimed: 70
    battleType: 1
    twoHanded: true
    invWidth: 1
    invHeight: 3
    confSnap:
      shots: 3
    autoShots: 6
    listOrder: 2700
    dropoff: 1
    meleePower: 50
    tuMelee: 33
    accuracyMelee: 100

2) I`m making the alien weapons researchable in two steps. First, they are identified as "Alien Artifact" followed by a number. In the ruleset (research) i'm using the same name of STR_PLASMA_RIFLE, but in ufopedia, the title and the text is different STR_PLASMA_RIFLE_A and STR_PLASMA_RIFLE_A_UFOPEDIA.

The problem is that in ufopedia, it shows the stats of autoshot, snapshot, etc., and when i complete the clip research, it shows the weapon power too.  I want override these data, in fact, i want only the text, title and object image. I can live with the weight value.

It is possible to do that? Notice that the second step is a final tech that shows me the name Plasma Rifle and the stats.

Thanks

93
Help / Weapons ADD-ON Flashlight
« on: July 19, 2020, 09:37:43 pm »
Hi.

I'm trying to do an add-on on firearms that function like flashlight. I'm using the "ammo" compatibility, but when i load the mission, the rifle aren't there.

Quote
  - type: STR_RIFLE
    size: 0.2
    costBuy: 3000
    costSell: 2250
    weight: 8
    bigSprite: 1
    floorSprite: 1
    handSprite: 0
    bulletSprite: 2
    fireSound: 4
    ammo:
      0:
        compatibleAmmo: [STR_RIFLE_CLIP, STR_AA_RIFLE_CLIP]
        tuLoad: 5
        tuUnload: 2
      1:
        compatibleAmmo: [ STR_ELECTRO_FLARE ]
        tuLoad: 5
        tuUnload: 2
    confSnap:
      shots: 1
      name: STR_SNAP_SHOT
      ammoSlot: 0
    confAuto:
      shots: 4
      name: STR_AUTO_SHOT
      ammoSlot: 0
    confAimed:
      shots: 1
      name: STR_ONOFF
      ammoSlot: 1
    accuracyAuto: 35
    accuracySnap: 75
    accuracyAimed: 115
    tuAuto: 35
    tuSnap: 25
    tuAimed: 60
    battleType: 1
    twoHanded: true
    invWidth: 1
    invHeight: 3
    dropoff: 1
    meleePower: 50
    tuMelee: 25
    accuracyMelee: 100


I'm using electro flares as flashlight

Quote
  - type: STR_ELECTRO_FLARE
    size: 0.1
    costBuy: 60
    costSell: 40
    weight: 3
    bigSprite: 55
    floorSprite: 72
    power: 15
    battleType: 10
    armor: 8
    costPrime:
      time: 5
    costUnprime:
      time: 5
    primeActionName: STR_TURN_ON
    unprimeActionName: STR_TURN_OFF
    fuseType: -2
    fuseTriggerEvents:
      defaultBehavior: true
      throwTrigger: false

 What could be happened?

94
Help / Re: Plasma beam recoverable from UFO
« on: July 19, 2020, 09:00:46 pm »
Item spawn method? can you explain me more, please?

Thanks

95
Help / Re: Plasma beam recoverable from UFO
« on: July 19, 2020, 04:41:00 pm »
Thanks, i will try the option 1.

96
Help / Plasma beam recoverable from UFO
« on: July 17, 2020, 09:01:25 pm »
Hi, nice to meet all.

I'm making a mod, but  i have a issue with a feature. I want to do plasma beam recoverable, because in my mod, no alien items could be manufactured.

I try to assign a specialItem number, but i saw that these numbers are assigned to another items, like ufo power source. After that, i learn that these items are tied to maps items.

The other option that i was thinking is to "hide" a item in the UFO similar to the elerium, but i don't know yet how to do this.

Does needed to open the maps to put these "hide" item on UFO?

Sorry for my english, this is not my natural language.

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