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Programming / Re: AI and explosives
« on: March 20, 2015, 09:30:45 pm »Done. Unhardcoded first turn when AI can use grenades.
PR: https://github.com/SupSuper/OpenXcom/pull/993
Warboy, pretty please.
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Done. Unhardcoded first turn when AI can use grenades.
PR: https://github.com/SupSuper/OpenXcom/pull/993
I just downloaded the FMP.... OMG what a mess....
No iam not going do further endure looking at this. (deletes FMP)
I may be hitting a bug - when responding to a port attack {first one of the game, I didn't even know they got implemented!}, I get a "vector::_M_range_check" error. I'm including the save.
Ey Solarius, did you really needed to put all the files of the terrainpack into FMP?
How about you make an extraruleset file call it FMP_Terrain_Pack_Nightly.rul, adjust the terrainpack ruleset file you need and you won't need to integrate all the other files of it. Just mention that people can use it, or should use it.
EDIT: OMG he did this with a couple of other mods too, which i would have used as optional (extraufo's etc..)
I don't wanna know how you keep things clean and updated.
Nice! Thanks for the quick update!
The blaster bomb capitalization is still a problem (line 28010), though:
Handob_BlasterBomb.png -> HandOb_BlasterBomb.png
Edit: Not sure if it's appropriate, but changing "_MIB" to "STR_MANSION_MIB" in FinalModPack.rul does fix the issue.
The Terrainpack is up do date towards the newest mapscript and missionchanges. I am using it on my current testplay on the newest github code avaible.
I refer you to my previous idea in letting Alien food be a throwable item that has an alien attraction set to 9.