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Topics - Solarius Scorch

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46
OXCE Support / [Solved] Different firing sounds for different firing modes
« on: September 14, 2021, 12:28:30 am »
I would like to request an option to set different fireSound for Aimed, Snap and Auto actions.
It was first proposed by Ksenni, who is making an XCF sound mod and wants a special burst fire sound for some weapon. But I think it would be a nice feature also for weapons using multiple clips, especially with underbarrel grenades.

47
Help / MOVED: changing item use cost
« on: July 04, 2021, 07:43:55 pm »

48
I'd like to request a feature for Pedia articles type 7: an alignToBottom flag.

- What would this flag do?
- The only change is that it'd align the text to the bottom of the screen instead of the top.

- What for? It can be done with recText.
- Yes it can, but:
1) It's a thankless manual work with lots of attempts;
2) It messes translations (if the translated text is much shorter, it will leave a pointless clean strip below the text while the important centre of the background pic is covered by text; and vice versa, it may be hard to fit the text in another language, despite having lots of space above).

49
Translations / MOVED: Wrap texts by chars needed
« on: March 29, 2021, 06:32:28 pm »

50
I would like to ask about a possibility to do this:

Code: [Select]
alienRaces:
  - id: STR_SECTOID
    retaliationMission: [STR_ALIEN_FLYBY, STR_ALIEN_FLYBY, STR_ALIEN_RETALIATION, STR_ALIEN_TERROR]

So if a retaliation mission happens after shooting down a UFO, you get 50% chance for STR_ALIEN_FLYBY and 25% for each of the remaining two missions.

51
Open Feedback / MOVED: The X-Com Files for OpenXcom
« on: February 12, 2021, 03:55:40 pm »

52
Open Feedback / MOVED: What's the deal with tiny drill?
« on: December 24, 2020, 03:14:39 pm »

53
Troubleshooting / MOVED: Xcom files, Cyrillic agent names.
« on: October 24, 2020, 10:30:26 am »

54
OXCE Suggestions OK / [SUGGESTION] Deployment switch by research
« on: August 10, 2020, 04:49:04 pm »
I would like to suggest a following feature:


Code: [Select]
  - type: STR_SMALL_SCOUT
    researchSwitch:
      STR_LASER_RIFLE:
        - STR_SMALL_SCOUT_WITH_LASER_RIFLES

STR_SMALL_SCOUT_WITH_LASER_RIFLES is another, separate deployment. If you don't have STR_LASER_RIFLE researched, the deployment is loaded as normal; but if you do, the game uses STR_SMALL_SCOUT_WITH_LASER_RIFLES instead of STR_SMALL_SCOUT.

If a deployment has multiple research switches, like in this case:

Code: [Select]
  - type: STR_SMALL_SCOUT
    researchSwitch:
      STR_LASER_RIFLE:
        - STR_SMALL_SCOUT_LASER_RIFLE
      STR_MEDI_KIT:
        - STR_SMALL_SCOUT_MEDI_KIT

and you have both prerequisites, then the game picks one of these two deployments at random.

The second-level deployment (the one the game uses instead of the basic one, because you have the necessary research) may also have researchSwitch of its own; when used, it forces the game to use yet another deployment. (This would be used to make "tiered" sets: the game normally uses deployment 1, but when you have research X it uses deployment 2, and if you have researches X and Y the game uses deployment 3.)

But what for?
In more story-driven mods, players' decisions are often represented as completing a certain research. Some such decisions may have impact on the battlescape. For example, in XCF you can either share some weapon techs with your allies or not; and if you do, they should use this tech in combat on cooperative missions (which is something the players request regularly).

Why not simply make a new mission and use scripts to differentiate between having and not having a certain research?
It's doable, but with more complex scripts becomes rather impractical. Many of my missions are launched from multiple scripts (depending on time, research projects etc.) despite having one and the same deployment. I wouldn't want to double that amount just to introduce more research conditions, if I can help it, and also make duplicates of the corresponding missions, regions and all that jazz. A simple switch on the deployment level as shown above would be a nice, simple solution (from a modder's perspective).

EDIT: Also would be nice to set some odds of the deployment switch (a chance for the switch to happen).

55
Recently I made a small mod to test something in OXCE and Meridian had the nice idea to share it with the community as a proof of concept.

This mod does two things:
1) Changes the vanilla Personal Armour from static to layered. This means that you don't have to make a paperdoll for every face/armour combination in the mod, you just make a naked soldier body and appropriate armour parts that covers it by code;
2) Replaces soldier's rank image in battlescape with their portrait (also using Personal Armour).

The first function isn't useful on itself, since Personal Armour is a vanilla armour and there are no extra faces, so everything is already provided by vanilla. I'm just putting it here as a proof of concept to show how layered armours work.

56
Suggestions / MOVED: Screenshots
« on: April 27, 2020, 02:13:14 am »

57
OXCE Support / [Solved] Where are the clips?
« on: April 22, 2020, 10:12:21 pm »
Code: [Select]
armors:
  - type: STR_XCOM_ROBOTURRET_MINIGUN_ARMOR
    spriteSheet: XCOM_ROBOTURRET.PCK
    corpseBattle:
      - STR_XCOM_ROBOTURRET_CORPSE
    corpseGeo: STR_CYBERWEB_ROBOTURRET_CORPSE
    visibilityAtDark: 16
    heatVision: 60
    frontArmor: 40
    sideArmor: 30
    rearArmor: 25
    underArmor: 50
    fearImmune: true
    painImmune: true
    bleedImmune: true
    zombiImmune: true
    drawingRoutine: 19
    createsMeleeThreat: false
    psiDefence: *MachineDynamicPsiDefence
    damageModifier:
      - 1.0
      - 1.0
      - 0.2
      - 0.8
      - 1.3
      - 1.1
      - 0.0
      - 1.4
      - 0.4
      - 0.0
      - 1.5
      - 1.5
      - 0.0
      - 0.5
      - 0.0
    loftempsSet: [ 4 ]

units:
  - type: STR_XCOM_ROBOTURRET_MINIGUN
    race: STR_ROBOT
    rank: STR_LIVE_SOLDIER
    stats:
      tu: 42
      stamina: 110
      health: 55
      bravery: 110
      reactions: 90
      firing: 50
      throwing: 0
      strength: 130
      psiStrength: 110
      psiSkill: 0
      melee: 0
    armor: STR_XCOM_ROBOTURRET_MINIGUN_ARMOR
    standHeight: 19
    kneelHeight: 19
    value: 13
    deathSound: 23
    moveSound: 14
    intelligence: 1
    aggression: 0
    spotter: 1
    moraleLossWhenKilled: 20
    builtInWeaponSets:
      - - STR_ROBOTURRET_MINIGUN_WEAPON
        - STR_ROBOTURRET_MINIGUN_WEAPON
        - STR_ROBOTURRET_MINIGUN_WEAPON_CLIP
        - STR_ROBOTURRET_MINIGUN_WEAPON_CLIP

This is a unit spawned from an item. It should have 2 weapons and 2 clips, but instead it gets 2 weapons and no clips.

58
OXCE Suggestions OK / [Suggestion] Land/Underwater craft attribute
« on: April 11, 2020, 09:27:32 pm »
In XCF, we want to go hybrid (create new textures on our globe to represent the seabed, using the texture property fakeUnderwater: true and setting the terrains of these textures to a depth of > 0). However, we faced a problem:
We want to limit the player's use of crafts to different types of environments. Let's say we have cars and helicopters, and naturally we don't want to use them for submarine missions (where the depth is > 0). But we will also have cargo planes to transport submarines, and it will be quite silly to use it for land deployments and obviously will be quite detrimental for the immersion.

Yes, it is possible to limit the player from using craft with startingConditions, but they were originally designed for more specific scenarios, like special missions in Piratez. In this way, we would have to specify it for absolutely all our deployments, and also change absolutely all existing startingConditions, which are already quite complex. This is not a very elegant solution, so maybe it's possible to make a different addition to the code?
How it would work: when you try to go to the mission, the game checks whether the depth on the deployment is acceptable for this craft. And if not, the game displays a window describing that you cannot use this craft for this mission.
(I have discussed it with Finnik, who offered to code this; basically he is leading this idea, but I confirm that it would be useful.)

Perhaps it would be good to use approximately the same syntax as we already use for craftWeapons. You can make two binary parameters: underwaterOnly and landOnly, or make underwaterOnly, for example, as an integer, where -1 means that the depth is not important (the default), 0 only for deployment with depth = 0 and 1 for depth > 0. The current fakeUnderwater parameter for facilities also works similarly. Of course, naming is not the crucial point, so it can be whatever else is necessary.

59
I finally got the multiple pages to work (thanks for the help, Meridian!), but I think that since only one item appears on the list of articles, a player will likely not know there is another page, as it requires clicking the "next" button, just as when going to the next item. Therefore I'm wondering if we could add a little indicator to show that the weapon has more clips.

Here is a mockup:



Considering that it's pointless to make multiple pages for a weapon with only one clip, I think there will always be a place for this indicator under the last clip.

60
We're trying to make an alien mission which works like this:
- runs from a missionScript (to ensure that we can use triggers)
- spawns a certain UFO somewhere on the globe, like any normal UFO
- the UFO flies to an alien base (preferably a custom alien base type we already have in the mod, but standard alien base would be OK too)
- the UFO disappears on contact with the target alien base
- profit.

Also, I would like to know how to make a variant of the above, except the UFO doesn't disappear after reaching the base but lands normally and then takes off.

Help would be appreciated.

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