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Topics - Ascadix

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16
Work In Progress / [HELP] "blastRadius" and low values ?
« on: March 01, 2014, 12:40:20 am »
Hi,

I'm trying to make some explosive bullet and i have a problem with "blastRadius".

Since it's only bullet and not bombshell nor missile/rocket, i want to have a very low radius of explosion, idealy, juste a little explosion on the target.

 :o But ...

With "blastRadius: 1" , i have an explosion like those of the autocanon, spreading few squares.  :(

With "blastRadius: 0", i have a little flash on the target, juste what i want, but damage seems to drop to 0.  :-\


Is there a way to have little explosion, restricted to the impacted square, but a damage value not null ?

Thanks

17
Released Mods / [GRAPHICS] Chiko's Laser Weapons news Gfx
« on: February 27, 2014, 12:15:43 am »
Hello,

My first attempt to play with OpenXcom graphics: an adaptation as a mod of the news graphics for the 3 original laser weapons (Pistol, Rifle, Heavy) by more homogeneous ones from Chiko.

No change to items cost nor stats.


Original Design here:
https://openxcom.org/forum/index.php?topic=383.0
Thanks Chicko  :)

More sprites and a PCK version here for some times:
https://openxcommods.weebly.com/downloads9.html
Thanks Luke83  :)


This little mod is intended to be more easily installed/enabled/disabled than dealing with PCK replacement in original game data folder.


Pistol
Rifle
Heavy



Changes:
v1.0 - 2014-02-26 : initial release
v1.1 - 2014-03-01 : reworked graphics, better conversion from Chiko artwork

18
Work In Progress / Translation / encoding ?
« on: December 15, 2013, 06:10:12 pm »
Hello,

I'm trying to translate some MOD to French, but i wonder which is the best suited encoding for the ruleset files ?

Some existing files are UTF-8 w/o BOM,  is it the preferred choice ?

Thanks.

19
Troubleshooting / Pb using "Modular Rulesets"
« on: November 09, 2013, 12:37:35 am »
Hi,

I use  little "Modular Rulesets"  to customize my games.

Like explained here:
https://www.ufopaedia.org/index.php?title=Rulesets_%28OpenXcom%29#Modular_Rulesets

But i have a pb with tanks stats.

I want my tank to have more TU, so i have created a "tank.rul" with only modified values compared to Xcom1Ruleset.rul

units:
  - type: STR_TANK_LASER_CANNON
    stats:
      tu: 140
  - type: STR_HOVERTANK_PLASMA
    stats:
      tu: 140

but with this extra ruleset loaded, my tanks are dead on mission start.

the only way i have found is to had full properties list in the extra ruleset, like this one:

units:
  - type: STR_TANK_LASER_CANNON
    stats:
      tu: 140
      stamina: 100
      health: 90
      bravery: 110
      reactions: 20
      firing: 60
      throwing: 0
      strength: 60
      psiStrength: 100
      psiSkill: 0
      melee: 7
  - type: STR_HOVERTANK_PLASMA
    stats:
      tu: 140

And with this, the laser tank is OK .. but he plasma tank stay dead on mission start

While reading https://www.ufopaedia.org/index.php?title=Rulesets_%28OpenXcom%29#Modular_Rulesets i understand that i only need tu put modified values and there "path"  but not full branch with unmodified values.

I am missing somethingin the modular ruleset syntaxe ? or is it a bug ?

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