Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Amiga

Pages: 1 [2] 3
16
Suggestions / Craft Weapon for particular craft?
« on: March 10, 2018, 12:32:25 am »
Just wondering if it's even possible to create condition when we can use particular craft weapon with one type of craft ect...It would be nice to see this functionality.

17
Sometimes I'm wondering how big dmg doing my weapon/ shot. Is it possible to code this feature somehow?

18
Suggestions / Vulnerability to weapon types ?
« on: March 07, 2018, 04:00:41 pm »
Is it implemented? If not it would be nice to create something like that. I heared that cyberdiscs are vulnerable to laser weapon. How it works with OXC? Can we choose to specific type of aliens?

19
Help / Why accuracy isn't dropped with distance?
« on: March 06, 2018, 12:01:07 am »
I'm little confused. I tick AIMING FROM UFO EXTENDED - 'accuracy is dropping with distance' but it doesn't work. Since today I'm also playimng OXE+ and nothing changed...
I really miss this feature:( Now 52% is across whole map ect....
Any clue?

20
Help / [SOLVED] Help with changing Craft img in base view
« on: February 28, 2018, 09:35:10 pm »
Hi,
Im rookie in X-com moddin  but I know how to edit weapons ect but still I'm struggling with replacing Craft sprite in hangar. Looking on BASEBIT.PCK
https://www.ufopaedia.org/images/5/57/BASEBITSPCK.png I'm confused becasue sprite number which is used is 3.
 - type: STR_INTERCEPTOR
    sprite: 3

So how to add new sprite and use it?
For weapons in tactical fight I'm doing somthing like that:
- type: BIGOBS.PCK
    files:
      59: Resources/napalm.gif
      60: Resources/sniper.gif

and it's working fine....

Appreciate any help!

21
Help / [SOLVED] Custom Craft (plane) weapon has unlimited ammo
« on: February 28, 2018, 11:24:15 am »
Hi folks!
After 3yrs of break I've returned to modding and I need some advice. So NEW craft weapon:

craftWeapons:
  - type: STR_PHOENIX
    sprite: 0
    sound: 4
    damage: 70
    range: 50
    accuracy: 70
    reloadCautious: 38
    reloadStandard: 30
    reloadAggressive: 18
    ammoMax: 4
    launcher: STR_PHOENIX_LAUNCHER
    clip: STR_PHOENIX_MISSILE
    projectileType: 0
    projectileSpeed: 6



and now items available to buy/sell:


items:
 - type: STR_PHOENIX_MISSILE
    size: 0.4
    costBuy: 500
    costSell: 200
    transferTime: 48
  - type: STR_PHOENIX_LAUNCHER
    size: 0.8
    costBuy: 25000
    costSell: 12000
    transferTime: 48


Weapon working fine ect. Only one issue exist:
Craft with this weapon needs 4 ammo to be fully reloaded. The problem is that with this 4 ammo I can reload even 4 launchers. Single ammo is not taken from store.
Other strange thing I've noticed that in shop normal ammunition supposed to be in light pink color with small TAB on left. But for my launcher it isn't. It's normal white color like launcher.
Of course if I will not buy 4 missiles from store I will be not able to rearm launcher - so launcher is connected with missiles properly ect.


P.S
hmm I've just discovered that I don't have rearmRate in my craft weapon. Is it necessary ?


22
Hi all,
I wasn't here for few months. Something has been changed because I can't load my ruleset as usual.
Even options.cfg is different. There is no more:
rulesets:
  - Xcom1Ruleset
  - BiggerQuarters (own ruleset)

Now looks like that:
mods:
  - active: true
    id: xcom1
  - active: false
    id: xcom2
  - active: false

Only build in mods are visible. How can I load my own ruleset?
Thanks

[UPDATE]

SOLVED :))))
I found information about mods folder ect

23
Troubleshooting / Missing GMGE01
« on: June 18, 2014, 11:58:06 pm »
I used to play nightlies versions without any problem but since I installed v 1.0 I can't run a game. First I got missing libstdc++-6.dll  (64 bit version) and now file GMGE01 is missing as well. Any idea how to resolve this issue?

24
Open Feedback / Shotgun behaviour?
« on: February 01, 2014, 03:51:17 pm »
Could anybody explain how it work in the newest GIT? or how to enable it in ruleset

25
Suggestions / Weapon range and percent hit info?
« on: January 26, 2014, 01:35:36 pm »
I like the new information about percent hit on viewfinder. I'm curious - is it possible to disable it when weapon is out of range?



out of range:


26
Suggestions / (Equip screen) next unit using arow key?
« on: January 25, 2014, 01:31:23 pm »
Is it possible to add possibility to change soldiers using arow key on keyboard? I mean on equip soldier screen

27
Troubleshooting / Stun Rod from distance?
« on: January 21, 2014, 11:15:11 pm »
I tried to add weapon to stun aliens from distance. Of course we have Small Launcher but I want to make a stun rod as a weapon - teazer?
I described weapon as:
Damage Type: 6 - Stun
BattleType: 1- Firearm
.. and heres the problem. We have explosion like in Small Launcher :( Any idea how to make normal hit effect with stun damage?

28
Work In Progress / Problem adding new weapons images :/
« on: January 09, 2014, 11:35:14 pm »
Hi,
I have small problem with weapons images. For example, I opened proper Rifle image in Infran View then I saved colour palette. I download simple black/grey weapon image then I imported my
 palette setting. Unfortunatelly new image doesn't work in game. Anybody knows easy way how to do it? I tried to use GIMP - I can edit existing weapons but still importing new images doesn't work.
I appreciate any help

29
Suggestions / Weapon range?
« on: January 04, 2014, 01:10:18 am »
Is it possible to define weapon range? I'm thinking about Shotgun only from close distance.

30
Work In Progress / [SOLVED] New SPK files not recognized by RuleSet
« on: May 26, 2013, 08:16:42 pm »
I made new UP002a.SPK file with my picture  based on original UP002.SPK
I put it  to RuleSet:
- id: STR_INTERCEPTOR
    type_id: 1
    section: STR_XCOM_CRAFT_ARMAMENT
    image_id: UP002a.SPK

but game crash during entering to ufopedia. How to force game to load new SPK file? Any idea?
Of course i copy this file to UFO\GEOGRAPH\

Pages: 1 [2] 3