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Messages - skyhawk

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31
OXCE Support / Re: TFTD Map Items Recovery question
« on: January 10, 2020, 07:13:02 pm »
My apologies for the confusion.

To the best of my knowledge, the Synomium Device tile is typically recovered as a Magnetic Navigation if the site is completed by neutralizing all the aliens. [In vanilla tftd] [I will verify this myself shortly]

I included both saves to demonstrate that the SpecialType 15 was working - by destroying the SpecialType 15 tile you can get the mission complete popup.

But if you kill all the aliens and recover the site, you do NOT get a STR_SYNOMIUM_DEVICE as expected.

- the Destruction save shows the game working as expected
- the Recovery save shows the game not working as expected - no STR_SYNOMIUM_DEVICE is recovered.

32
OXCE Support / Re: TFTD Map Items Recovery question
« on: January 09, 2020, 07:55:50 pm »
Mod and savegames. This is being tested on OpenXCom Extended 6.3.3

For the Recovery save I edited an instant battle and set all alien HP to zero. Just end turn to win.

For the Destruction save I edited an instant battle and removed all the alien weapons. :)  Shoot the Synomium Device right in front of you and End Turn to get the "Mission Successful" message.

Thanks in advance for your insight Meridian.

33
OXCE Support / [Solved] TFTD Map Items Recovery question
« on: January 09, 2020, 09:29:40 am »
So I'm turning the 'Synomium Device' into a story item - This is a small map object present at Alien Artifact sites, and at Alien Colony sites. Destroying the item is a mission objective [It allows to complete the mission without neutralizing all hostiles], and is normally recovered as a 'Magnetic Navigation' item if you recover the site.

I've added the following to items:
  - type: STR_SYNOMIUM_DEVICE
    size: 0.5
    costSell: 200000
    specialType: 15
    recoveryPoints: 100   <-- Yeah, it's really important

I've added this to alienDeployments:
  - type: STR_ARTIFACT_SITE_P2
    objectiveType: 15
  - type: STR_ALIEN_COLONY_P2
    objectiveType: 15

And I've got two modified MCD files, assigning the Synomium Device object as specialType 15, rather than the usual specialType 3.

If I destroy the device, I get the 'mission successful' message. If I recover the site, I do NOT get a Navigation item [So the modified MCDs appear to be working], but I also don't get a STR_SYNOMIUM_DEVICE.

Anyone have any idea what I'm doing wrong?

34
OXCE Support Y-scripts / Re: Custom scripting reference or help?
« on: January 08, 2020, 09:49:51 am »
Thanks for your help all!

I've got a working script that I'm pretty happy with. Couldn't do the healing fatal wounds thing, but really that's ok because that's what medikits are for. Also decided painkillers weren't worth the effort. [I'm sure my soldiers love me]

I have uncovered possibly incorrect behavior in the stun mechanic though!

[07-01-2020_23-42-57]   [DEBUG]   Script debug log at    0x6f6: IMS - Incapacitation detected for ID 2 . health = 20 , stun =  29 , maxStun =  180
[07-01-2020_23-42-57]   [DEBUG]   Script debug log at    0x87c: IMS - Shooting some stims for ID 2 , Energy now  87 , Stun now  25
Soldier is a heap on the floor

[07-01-2020_23-43-15]   [DEBUG]   Script debug log at    0x6f6: IMS - Incapacitation detected for ID 2 . health = 20 , stun =  24 , maxStun =  180
[07-01-2020_23-43-15]   [DEBUG]   Script debug log at    0x87c: IMS - Shooting some stims for ID 2 , Energy now  87 , Stun now  20
Soldier is a heap on the floor

[07-01-2020_23-43-43]   [DEBUG]   Script debug log at    0x780: IMS - Incapacitation risk for ID 2 . health = 20 , stun =  19 , maxStun =  180
[07-01-2020_23-43-43]   [DEBUG]   Script debug log at    0x87c: IMS - Shooting some stims for ID 2 , Energy now  87 , Stun now  15
Even before my mod pumped a stimmie into this soldier, he should be on his feet, but he's not!

[07-01-2020_23-45-52]   [DEBUG]   Script debug log at    0x780: IMS - Incapacitation risk for ID 2 . health = 20 , stun =  14 , maxStun =  180
[07-01-2020_23-45-52]   [DEBUG]   Script debug log at    0x87c: IMS - Shooting some stims for ID 2 , Energy now  87 , Stun now  10
NOW the soldier is finally up and about.

35
OXCE Support Y-scripts / Re: Custom scripting reference or help?
« on: January 08, 2020, 12:52:54 am »
How do I write

if ((a == b) or (a < b)) ?

I think it's
if or lt a b eq a b

36
OXCE Support Y-scripts / Re: Custom scripting reference or help?
« on: January 07, 2020, 11:49:02 pm »
AFAIK, loops are not added yet. The return statement is for returning control back to the game. Basically exiting your current script.
Which is exactly what I was doing with break in my psuedocode. Perfect.

37
OXCE Support Y-scripts / Re: Custom scripting reference or help?
« on: January 07, 2020, 05:22:31 am »
I don't suppose there's any flow control? I'd just about kill for a for or while loop right about now.
I haven't gotten to the point where I need it yet, but a break; statement would also save me a whole lot of if statements.

Edit again: I just noticed 'return;' in some examples - maybe that's the break; I'm looking for.

38
OXCE Support Y-scripts / Re: Custom scripting reference or help?
« on: January 06, 2020, 08:44:29 pm »
Thanks for the starting point Yankes.

Is there a reference anywhere?  googling 'OpenXCom getFatalwoundTotal" yields literally zero results. Any documentation regarding getting game engine data into and out of the script would be much appreciated.

edit: I just found this, and am skimming through it.

39
OXCE Support Y-scripts / [Solved] Custom scripting reference or help?
« on: January 06, 2020, 10:18:23 am »
I'd like to implement an integrated medical system in advanced armors.

The scripting system seems like a bit of a black art to me. I can provide psuedocode of exactly what I want to happen, but have no idea where to even start coding it.  Is there some digestable reference that my quick google-fu has failed to find?

In this context, 'break' means to cease execution. The script should never do more than one thing per turn per soldier.

newTurnUnit
  if IsXComTurn == true
    if SoldierInFancyArmor == true
      if FatalWounds > 0  [Any gaping holes?]
        FatalWounds = FatalWounds - 1
        HP = HP + 3 [Standard medkit heal behaviour]
        break
      if Unconscious
        Administer stim shot
        break
      if MoraleDamagedDueInjury  [How does morale and painkillers work wrt injury, vs buddies dying, vs psi fuckery?]
        Administer a painkiller shot
        break
      if Energy < MaxEnergy * 0.6  [Exhausted from all that running around?]
        Administer a stim shot
        break
      if StunLevel > HP * 0.5  [At risk of incapacitation?]
        Administer a stim shot
        break

Scripts done and tested good as far as I can tell, thanks all!

This is what the pseudocode for the final product looks like:

  newTurnUnit
    if IsXComTurn == true
      if SoldierInFancyArmor == true
        if FatalWoundsNum > 0  [Any gaping holes?]
          HP = HP + DiceRoll * FatalWoundsNum
          break
        if Unconscious
          Administer stim shot
          break
        if Energy < MaxEnergy * 0.6  [Exhausted from all that running around?]
          Administer a stim shot
          break
        if StunLevel > HP * 0.5  [At risk of incapacitation?]
          Administer a stim shot
          break

40
OXCE Wishlists / Re: Skyhawk's Wishlist
« on: December 09, 2019, 12:34:57 am »
Thinking about it some more, soldier transformations combined with armor types might actually be a better solution. I can define two armors for each inventory item, one for non-psi soldiers, and one for psi-soldiers; Then I can make the non-psi armor only available to non-psi soldiers, while the psi armor is only available to psi soldiers.

The player can equip the "same" armor on both types, but the non-psi soldiers won't get some of the benefits of the fancy armor.

41
OXCE Wishlists / Re: Skyhawk's Wishlist
« on: December 08, 2019, 12:28:36 pm »
1. -
2. Exist. Create new type of soldiers, then transform your gifted soldiers to that type.
3. +1
4. Exist. Look for "costMindControl" and "costPanic".
5. Exist. Look for "unlocks"

Place to look: https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)

Regarding restricting armor: Unless there's a way to automatically transform soldiers upon meeting certain conditions (Psi-skill > 0), this means an extra step the player has to manually perform. I guess I could reasonably spin it as "training" in using the new armor.

Regarding costMindControl, I managed to overlook that one. Thanks!

"unlocks" is only part of the picture. It doesn't actually GIVE the research, just unlocks it so it CAN be researched. Also, Upon the first process of the given research, all "unlocks" will process, where I'm looking for 1 of a list each time the project is completed.

42
OXCE Wishlists / Skyhawk's Wishlist
« on: December 08, 2019, 06:57:10 am »
Probably a bit presumptuous of me to start making requests when I've hardly published anything, but.... To the best of my knowledge the things listed below are not possible, please correct me if I'm wrong!

This is a list of features I'd like to see added to OXCE:

  • Base Defense Facility ammunition - see here. [Moderate Want]
  • Method to restrict certain armors to psi-capable soldiers. [Badly Want]  -- SoldierTransformations offer a somewhat less than idea way to do this
  • Method to set Research projects to need any arbitrary item, not just an item with it's own name. [Moderate Want]
  • Ability to break apart 'Panic Unit' and 'Mind Control' for Psi-amp devices. I'd like to have a low-tier amp that's only good for panicking enemy units. [Mild want]
  • Ability for a research project to give more than one thing at a time. I'd like to keep the vanilla GetOneFree logic for interrogations, but have these research projects give other things at the same time. [Mild Want]

43
Work In Progress / Re: [TFTD] Aqua-Plastics Rework v0.1 [WIP]
« on: December 04, 2019, 03:51:01 pm »
GetOneFreeProtected is what I've been building my tech tree around.

I feel a little variability will be good for player immersion. You don't always know exactly what you're going to get, but you know it will always be useful.


44
OXCE Suggestions DONE / [DONE][Suggestion] Base Defense Facility Ammunition
« on: December 04, 2019, 01:17:00 am »
In vanilla TFTD [And there's an equivalent in EU/UFO I believe] there's a late-game weapon type called the PWT. It requires ammunition that is very expensive in Zrbite.

There's a craft PWT launcher, which likewise requires very Zrbite expensive projectiles.

Then there's a base defense facility, which costs no exotics to build [You've already addressed this], but can also fire at incoming hostiles without a care in the world, because its ammunition is free.

This suggestion will not have any impact at all on vanilla, but allow modders to easily correct this situation:

facilities.rul
  Add two attributes
    ammunitionType: default none
    ammunitionCount: default 0
    [optional] noAmmoMessage: default 'NO AMMO'? # This would allow per-facility type no ammo strings

The logic is very straightforward. During a base defense, this facility cannot fire if the required ammunition is not present [Print a message like 'NO AMMO']. If the facility does fire, subtract the ammunition from stores.

OPTIONAL - Allow reduced damage with incomplete ammo loads. For example - the facility has a defense strength of 1000 and an ammo count of 4 [4 torpedo launchers]. If there's only two torpedoes in stock, the facility will fire for a strength of [(1000/4) * 2]. Some way of communicating to the player that ammunition was insufficient would be a good idea, but I'm not sure the best way to handle that.

This will also require tweaking the UFOPedia to show the required quantity and type of ammunition.

45
Work In Progress / Re: [TFTD] Aqua-Plastics Rework v0.1 [WIP]
« on: December 03, 2019, 06:54:49 pm »
Because for the most part, I'm not trying to rebalance. I'm trying to expand the lore and make the research less broken and more sensible. Futzing around the balance is just an undesired side-effect of that.

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