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Messages - Barghum

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16
Help / Re: A visual error that makes me feel quite blue...
« on: September 27, 2024, 08:52:38 pm »
when i say some i mean some on the same handob set

btw here is the mod

thx for reading

(btw it very well might be bad modding)

17
Help / [SOLVED] A visual error that makes me feel quite blue...
« on: September 27, 2024, 08:22:20 am »
I am seeing that some of the hand sprites are being replaced with other hand sprites in my mods
e.g. and m12 being replaced with an m1 carbine (yes maps and scraps is almost done)
or in the case shown the ChemLaser Rifle being replaced with the 'flash in the pan' smg

if anyone has any idea what the cause is or a fix for this please send it to this thread

Thanks for reading and sorry for the pun  :)

18
The X-Com Files / Re: [Submod (s)] Project Xenophobia
« on: August 27, 2024, 05:31:40 am »
A fix was needed for the chemlaser pack so here it is

changes:

1. turbo laser smg was buffed

2. blinding and google scripts were fixed

3. preparations for a rather huge update  ;)

19
OXCE Support Y-scripts / Re: I need help with a Chemlasers problem...
« on: August 20, 2024, 03:21:16 am »
turns out its the goggles script (my rage is infinite)

20
the script for blinding foes in my ChemLasers mod seems to be bugged even though I changed nothing

there are 2 bugs listed here:

1. the text does not appear on damage

2. no affect happens

I don't know what the cause is and even after checking everything i cant figure anything out... ???
as such i am once again asking for "you're supports"

here is the code

Code: [Select]
    damageUnit:   
      - offset: 99.2
        code: |
          #var ptre BattleUnit unit;     
          var ptr RuleItem itemRuleset;   
          var ptr RuleItem item_rule;
          var ptr RuleItem RuleItem; #item_rule;
          var ptr BattleUnit unit_battle;                                   
          var int laser_blind_power;
          var int anti_laser_goggles;
          var int goggles_are_broken;
          var int is_blinded;
          var int blindness_level;
          var int curr_acc;
          var int curr_rea;
          var int curr_thw;
          var int curr_acc_minus;
          var int curr_rea_minus;
          var int curr_thw_minus;
          var int temp;

          damaging_item.getRuleItem item_rule; #item_rule; damaging_item.getRuleItem RuleItem;
          item_rule.getTag laser_blind_power Tag.LASER_BLIND_POWER;
          item_rule.getTag anti_laser_goggles Tag.ANTI_LASER_GOGGLES;           
          #unit.getTag anti_laser_goggles Tag.ANTI_LASER_GOGGLES; 
          unit.getTag anti_laser_goggles Tag.UNIT_RESIST_ITEM_SLOT_300;         
          debug_log "check 1 LASER_BLIND_POWER: " laser_blind_power;

          unit.Stats.getFiring curr_acc; #GeoscapeSoldier
          unit.Stats.getReactions curr_rea; #GeoscapeSoldier
          unit.Stats.getThrowing curr_thw; #GeoscapeSoldier

          set curr_acc_minus curr_acc;
          sub curr_acc_minus laser_blind_power;
          set curr_rea_minus curr_rea;
          sub curr_rea_minus laser_blind_power;
          set curr_thw_minus curr_thw;
          sub curr_thw_minus laser_blind_power;
          #debug_log "check 2 LASER_BLIND_POWER: " laser_blind_power;

          if and ge laser_blind_power 1 eq anti_laser_goggles 0;
            unit.Stats.setFiring curr_acc_minus;
            unit.Stats.setThrowing curr_thw_minus;
            unit.Stats.setReactions curr_rea_minus;
            battle_game.flashMessage "STR_LASER_BLINDED_DMG" laser_blind_power to_health to_armor;
            #debug_log "blind is working";
          else;
            debug_log "blind is NOT working";         
          end;
          return; 
  thank you for reading for reading this  :)

21
The X-Com Files / Re: the frustration about base size
« on: August 17, 2024, 04:43:32 am »
if anyone wants more bases brutal ai https://openxcom.org/forum/index.php?topic=11663.0 has the option (i use 20 bases just to hold stuff... yes i am a hoarder)

22
The X-Com Files / Re: the frustration about base size
« on: August 16, 2024, 06:42:45 pm »
this is more a problem with OpenXcom in general

how ever it is exacerbated by X-com files

I do agree it would be cool to have multi level bases however that is more an issue for a branch dev (e.g. Meridian or Xilmi)

this thread is built around the idea https://openxcom.org/forum/index.php?topic=7851.0 albeit you may not like the results of the discussion...

23
Resources / Re: Graphic Gallery
« on: August 12, 2024, 02:49:46 am »
2 items for this wonderful thread:

1. Xenonauts 2 styled fusion pistol (it will not be on the xenonauts stuff thread as this was my own take on the design, also i think it is quite ugly although to be fair i did rush it out the door)

2. the RainWorld Explosive spear (make sure not to commit "you're genocides" against the local primate population) 

EDIT:
I chose to add 2 more in the form of the m12 and its 20round mag

24
The X-Com Files / Re: [Submod (s)] Project Xenophobia
« on: June 19, 2024, 05:36:08 am »
Quote
does that include alien laser weaponry?

Yes it also includes any other laser damage dealing weapons (e.g. hydra laser)

Quote
Not to mention using the chemlaser 1.1 mod the game crashes for me I had to use your older version

I will look into this.

Quote
I have yet to get my hands on elerium ammo for my chemlasers but the standard ammo clip for them is crap only offering a few shots before the need to reload. is this your intention with the mod? or is the elerium ammo clip much better? and I wonder what I need to research inorder to get it

1. ChemLaser weapons have basically no ammo capacity but make up for it with shield killing abilities (aka they are anti ethereal guns)

2. e115 has infinite ammo and a damage buff at the cost of minor shield shred loss and reduced blind effect (recoil is still to low to be a problem) as such it is best used for longer missions (aka the vampire castle)

(notice any problems with "chemlaser weapons" will be fixed after "maps and scraps" aka "gun chicken kills all of X-com" is done)

25
The X-Com Files / Re: [Submod (s)] Project Xenophobia
« on: June 18, 2024, 05:00:47 am »
Quote
What are laser goggles used for, why would I need it?


Laser weapons now blind anyone hit with them reducing their accuracy by the amount set in the ufopaedia entry.

(the alloy version is lighter)

26
The X-Com Files / Re: [Submod (s)] Project Xenophobia
« on: May 31, 2024, 05:05:21 pm »
Teaser 2

Major balance tweaks coming soon

27
Help / Re: [SOLVED] need help with these map files.
« on: May 31, 2024, 12:29:34 am »
PROBLEM SOLVED THANK YOU  :)

28
as for my ideas
1. A limb disabling script (if the right side is hit disable the right arm etc.)
2. More unique weapons (e.g. Blaster launcher, Laser weapons in general, HC/AC, and the F.M.P Multi launcher)
3. Better sound design (e.g. TFTD's entire set of sounds)
4. Multiple research paths that are mutually exclusive

if anyone has any ideas leave them here

29
Help / Re: Two Questions
« on: May 14, 2024, 10:36:53 pm »
pain


EDIT: TURNS OUT I HAD AN ERROR IN THE RULESET LOL

30
Help / Re: Two Questions
« on: May 14, 2024, 07:59:22 pm »
I placed both nodes and tiles...

it's still broken.

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