aliens

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.


Messages - Falko

Pages: 1 ... 3 4 [5] 6 7 ... 54
62
delete is for deleting full entries not changing things within
if  The Reaver of Darkness would post his/her full ruleset i would take a look but just guessing is not for me

63
it should work
my guess is that you have multiple mods activated and one of them overwrites your dependencies changes

64
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: December 09, 2014, 03:43:12 pm »
here an example how to make URBANA terrain working in FMP (and restricting Terrormissions to that terrain)
Code: [Select]
alienDeployments:
  - type: STR_TERROR_MISSION
    terrains:
      - URBANA
#      - URBAN2
#      - MADURBAN
#      - DAWNURBANA
#      - DAWNURBANB
#      - PORTURBAN
#      - INDUSTRIALURBAN
#      - RAILYARDURBAN
#      - NATIVEURBAN
#      - COMRCURBAN
terrains:
  - name: URBANA
    script: URBANA
    mapBlocks:
      - name: URBAN00
        width: 10
        length: 10
        type: 2
        groups: [2]
      - name: URBAN01
        width: 10
        length: 10
        type: 3
        groups: [3]
      - name: URBAN02
        width: 10
        length: 10
        type: 4
        groups: [4]
      - name: URBAN03
        width: 10
        length: 10
        type: 1
        groups: [0, 1]
        subType: 0
        frequency: 3
      - name: URBAN04
        width: 10
        length: 10
        type: 1
        groups: [0, 1]
        subType: 0
        frequency: 3
      - name: URBAN05
        width: 20
        length: 20
      - name: URBAN06
        width: 20
        length: 20
      - name: URBAN07
        width: 20
        length: 20
      - name: URBAN08
        width: 20
        length: 20
      - name: URBAN09
        width: 20
        length: 20
      - name: URBAN14
        width: 10
        length: 10
        frequency: 2
      - name: URBAN15
        width: 10
        length: 10
        frequency: 2
      - name: URBAN16
        width: 10
        length: 10
        frequency: 2
      - name: URBAN17
        width: 10
        length: 10
        frequency: 2
      - name: URBAN18
        width: 10
        length: 10
        frequency: 2
      - name: SOLBAN01
        width: 10
        length: 10
        frequency: 1
      - name: SOLBAN02
        width: 10
        length: 10
        frequency: 1
mapScripts:
  - type: URBANA
    commands:
    - type: addCraft
    - type: addLine
      label: 1
      direction: vertical
      executionChances: 50
      rects:
        - [1, 1, 4, 1]
    - type: addLine
      label: 2
      conditionals: -1
      executionChances: 50
      direction: horizontal
      rects:
        - [1, 1, 1, 3]
    - type: addLine
      conditionals: [-1, -2]
      direction: both
      rects:
        - [1, 1, 3, 3]
    - type: addBlock
      size: 2
      executions: 4
    - type: fillArea

problem with my first fix was setting URBAN script for all "road type" terrains
but that urban script contained hardcoded blocks informations
Code: [Select]
    - type: fillArea
#..
      blocks: [3, 4, 10, 11, 12, 13, 14]
      freqs: [3, 3, 2, 2, 2, 2, 2]
and for some/all? modded terains these blocknumbers did not work so i just made a copy of the urban script and removed the block/freqs properties
tried it 3-4 times in new battle and seems to work

65
Open Feedback / Re: HANDOB Position
« on: December 07, 2014, 10:39:44 pm »
see here
https://github.com/SupSuper/OpenXcom/blob/master/src/Battlescape/UnitSprite.cpp#L245
mutons and other soldier have different x/y positions
other drawingroutines have similar defined positioniong rules

66
Work In Progress / Re: [Research] Tech tree map for Piratez Mod
« on: December 07, 2014, 02:32:39 pm »
a research project will become available if all dependencies and all Requires - project are finished
whats the difference between dependencies and Requires
if you have a project with dependencies you can use another project to "unlock" this project regardless of how many of the dependencies are finished
the require list does not allow such shortcuts
lookup is a way to give an additional researchproject with a different name -> that is mostly used for alien (corpse/live) research
Code: [Select]
  - name: STR_FLOATER_LEADER
    lookup: STR_FLOATER
all live floater ranks give the "floater" research

67
Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: December 06, 2014, 11:31:55 pm »
try adding this rulset
it makes a simple type: 2 => groups: [2] conversion for types 1-4 + adds the urban script for all terrains with roadtypeodds
there are types 5-8 used in same base attack missions at least these need a second or third look
also its a untested (just search/replace the rulfile) dirty fix


68
Work In Progress / Re: Mapscript Questions
« on: December 06, 2014, 09:55:43 pm »
i removed the - type: addUFO from the farmscript and there was no ufo anymore
but also less aliens then there should be i think they are in the ufo and therefore not placed
just removing addcraft failed because i had no farm-terrain-"enter point map block" available

69
Work In Progress / Re: Mapscript Questions
« on: December 06, 2014, 06:57:26 pm »
to my understanding
[0,0,5,1]/[0,0,1,5] would allow roads to be at the edge of the map
i do not remember if that was possible in original if yes these number need a change
similar [1, 1, 3, 3] defines the place where the roads can cross so changing them into [0,0,5,5] would also allow roads at the edges

70
Work In Progress / Re: Mapscript Questions
« on: December 06, 2014, 06:21:37 pm »
FYI
i added the current mapblock ruleset stuff to the wiki
hobbes or warboy? reverted the cahnges and split the rulset documentation in two
the info specific for the nightly ruleset has now their own place
https://www.ufopaedia.org/index.php?title=Ruleset_Reference_Nightly_%28OpenXcom%29

1) what is "point map block" ?
if you do not have craft or ufo in a mission you dont need these commands
2) yes you can use rects
if you add this at the start of the farm script you set small ufo in one of the corner of the map (bigger UFO crash in this simple example)
Code: [Select]
  - type: FARM
    commands:
    - type: resize
      size: [6,6,6]
    - type: addUFO
      rects:
        - [0, 0, 1, 1]
        - [0, 5, 1, 6]
        - [5, 0, 6, 1]
        - [5, 5, 6, 6]
3)
yes

i currently work on a bit of documentation/examples

71
Work In Progress / Re: Rename an ufopaedia section? (SOLVED)
« on: December 04, 2014, 07:45:12 pm »

By the way, Where are these UFOpedia section titles actually defined?   I don't see them in Xcom1Ruleset.rul.  ??

Cheers, Ivan :D
here
https://github.com/SupSuper/OpenXcom/blob/2ee614e6258a7001753dcefb8575cdac5568affe/src/Ufopaedia/Ufopaedia.h#L36

72
Open Feedback / Re: DeathFrames
« on: December 03, 2014, 08:48:52 pm »
the start frame of the death sequence is fixed
IIRC only the soldier routine hase "stuff" after the death frame but if your armour is without flying capabilities you can have 11 instead of 3 deathframes

73
Troubleshooting / Re: Not sure if it is a OpenXcom bug or FMP bug...?
« on: December 03, 2014, 04:51:21 pm »
Otherwise, mods will start being compatible with only one of the two instead of both...
That is already the case.
for all nightly mods i suggest they should add a ufopedia entry in all categories with content
"dont use with 1.0!"
and make a delete entry for these ufopedia entries afterwareds
(ufopeadia deleting is only in nighly IIRC)

74
Troubleshooting / Re: No damage dealt and silly armour penetration
« on: December 03, 2014, 01:37:55 pm »
The most significant change is if the rounding rules makes it 2x less likely to obtain the maximum and minimum values.
i realized that and that thought brought the "(significant)" into my question :D
who makes randomfloat with just two decimals?
to be honest i dont want to know :)

75
Troubleshooting / Re: No damage dealt and silly armour penetration
« on: December 03, 2014, 12:57:25 pm »
so there is a (significant) difference between

out=round(random(dmg*0.5,dmg*1.5))
and
out=round(dmg*random(0.5,1.5))

interesting

Pages: 1 ... 3 4 [5] 6 7 ... 54