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Messages - Barghum

Pages: 1 2 [3] 4 5
31
Help / Re: Two Questions
« on: May 13, 2024, 09:50:52 pm »
I have another problem

XCOM cant spawn despite spawn nodes being on the map

once again thank you for the help.

32
Help / Re: Two Questions
« on: May 13, 2024, 02:38:10 am »
ok now that I know what the error is I just need to know how to fix it... cuz I have no idea what is going on
so here is the code... thanks for all the help

DEPLOYMENT:
Code: [Select]
alienDeployments:
  - type: STR_PLACEHOLDER_NAME_DEP
    width: 40 #40
    length: 40 #40
    height: 9
MAPSCRIPT:
Code: [Select]
mapScripts:     
  - type: MAP_PLACE_HOLDER_NAME
    commands:
    - type: addBlock
      groups: 0     
      maxUses: 1   
    - type: fillArea
      blocks: 1
      groups: 0     
      maxUses: 1   
TERRAINS:
Code: [Select]
terrains:
  - name: STR_TERRAIN_PLACE_HOLDER_NAME
    script:  MAP_PLACE_HOLDER_NAME
    mapDataSets: 
      - BLANKS
      - ROADS
      - FRNITURE
      - URBITS_DAWN
      - CYBERWAREEXTRA
      - ASHENMOUNT
    mapBlocks:
      - name: BLOCK_PLACEHOLDER_NAME
        width: 40
        length: 40   
        height: 9
        groups: 0
thank you for reading this and for all the help  :)

33
Help / Re: Two Questions
« on: May 10, 2024, 08:36:49 pm »
Quote
But if you mean the whole area being a single terrain block (map), then sure, you can do that. Just remember to include spawns for X-Com units.

that is what I want,  however the single terrain block i have made keeps crashing openxcom with this error log:
Code: [Select]
[2024-05-10_12-17-33] [FATAL] OpenXcom has crashed: Map failed to fully generate.thanks for the help.

34
Help / Re: Two Questions
« on: May 10, 2024, 07:11:35 pm »
Quote
I don't know what this option did

here is the exact wording from the wiki:
Quote
Until the construction of hyper-wave decoders, it is impossible to know what missions aliens are performing. Even after recovering an alien ship, XCOM intelligence is unable to determine what was its purpose. This is no longer true. Salvaged navigation modules can now be analyzed and may reveal what evil intentions the aliens had

image showing how it looked below

35
Help / Two Questions *question 1 is solved*
« on: May 10, 2024, 05:06:09 am »
First on my list of problems: can I make it so that the entire map is a Custom UFO and if so how?

Second: is it possible to recreate UFO extender's  Wreck Analysis via missionCompleteText (or any of the other types of text like that) and if so how can I

thanks for reading  :)

36
The X-Com Files / Re: Help wanted or feature proposal
« on: April 29, 2024, 08:22:18 pm »
I just remembered this post
Do not fear this will be added by project Xenophobia in mod 3 (after i get the pipe-bomb done)
albeit not a mag-lite but a headlight.

37
The X-Com Files / Re: [Submod (s)] Project Xenophobia
« on: April 23, 2024, 05:47:40 am »
ChemLasers Update 1.1

Changes:
+ New recoil marker.
= Rebalanced flyers to act like https://openxcom.org/forum/index.php?topic=11897.0 Credit to aziza

38
The X-Com Files / Re: [Submod (s)] Project Xenophobia
« on: April 17, 2024, 10:51:34 pm »
Next time on whatever this thing is:

GUN CHICKEN (and more but I'm not giving spoilers)

39
The X-Com Files / Re: The X-Com Files - 3.2: The Colors of Sin
« on: April 08, 2024, 08:10:20 pm »
I have a solution. what if both existed?
by that I mean have two grenade types, one is a timer based design, the other is a normal pin based grenade.
and yes the timer design has isExplodingInHands: true.

all that is needed is roughly 12 new items, and 12-∞ new sprites (if timer numbers are shown).

...and a research project to unlock timer frags.
although Jaku121's submod idea may be better/easier I just had to give a convoluted solution. 

40
Suggestions / Re: "Know Thy Enemy" from UFO Extender
« on: April 01, 2024, 11:22:48 pm »
Quote
Many of its functions are already implemented in OXCE+. The rest can be implemented by scripts.
except for: Wreck Analysis, No Blaster Bomb Drift, and Heavy laser (the mod) [due the recharge time]

I guess I might as well just remake "Know Thy Enemy" for everyone. (link will be added when it is finished)

41
The X-Com Files / [Submod (s)] Project Xenophobia
« on: March 26, 2024, 06:33:55 am »
I have decided to make a large set of submods for XCF to rebalance and expand the game, (hopefully for the best.)

The first mod is "Chemical laser weapons"

it includes:
1. Laser Blinding mechanics
2. Head and vest slots (they are blocked by power armor and diving suits)
3. New head gear
4. A new line of weapons built for shield stripping
5. A new mission

notice C.L.W. is more of a basis for what is to come than a full mod, expect balance issues.
(notice this mod requires https://mod.io/g/openxcom/m/nmoroz-and-aaddons-sync for use.)
send feedback if applicable  :D.

edit: (i would like to note to anyone who is new to this thread updated versions and future mods will be placed lower down on the thread)
note 2: mod linked to the top post is version 1.0 it is heavily bugged compared to new versions also a second mod is out called maps and scraps version 1 is still here only due to the fact that some people might want this early version (idk why)

note 3: every mod will require the mod released before it to be installed to be used e.g. maps & scraps needs ChemLasers to be used

42
Help / Re: need help with these map files.
« on: March 17, 2024, 05:25:41 pm »
Quote
Which editor do you use for mapmaking? ~Nord
MapView 2 the info you gave me about MCD was the answer
thank you for the help  :)

43
Help / [SOLVED] need help with these map files.
« on: March 17, 2024, 03:18:20 am »
I am making an XCF https://openxcom.org/forum/index.php?board=21.0 Submod and am almost done.

however 2 map files have been bugged

here is the code:

Code: [Select]
terrains:     
  - name: URBAN
    addOnly: true
    mapDataSets:
      - BLANKS
      - ROADS
      - URBITS
      - URBAN
      - URBAN_MARKET     
      - FRNITURE
      - MADDECOR
      - ADVENT_MEDICINE
      - CYBERWAREEXTRA
    script: URBAN
    mapBlocks:
      - name: TATOO_REMOVAL_SHOP # Tatoo Removal Shop by Barghum (I know it's crap but its needed for the mod.)
        width: 10
        length: 10   
        items:
          STR_LASING_MEDIUM:
            - [2, 3, 0]     
          STR_MONEY_5000:
            - [4, 6, 0]     
      - name: LASER_LAB_CITY # Laser testing lab by Barghum (I know it's illogical but its needed for this... thing)
        width: 10
        length: 10   
        items:
          STR_LASING_MEDIUM:
            - [5, 5, 1]     

screenshot and map files below.

44
Resources / Re: Xenonaut's Weapons
« on: March 16, 2024, 04:35:20 pm »
here are the Xenonauts 1 laser weapons

45
OXCE Support Y-scripts / Re: Broken Y-scripts
« on: March 13, 2024, 01:31:38 am »
so i fixed most of the code but still i have a few errors.

mainly in the code here:
Code: [Select]
    hitUnit: 
      - new: GOGGLES_STRENGTH_lowerer_and_breaker
        offset: 9
        code: |
          var ptr RuleItem itemRuleset;
          var ptr RuleArmor armor_rule;
          #var ptr BattleItem ItemBattle;               
          var ptre BattleUnit itemOwner;         
          var ptre BattleUnit Unit;             
          var int goggles_curr_strength;
          var int goggles_are_broken;
          var int las_goggles_worn;
          var int temp;
          var int dumb;

          item.getOwner itemOwner;
          itemOwner.getTag temp Tag.UNIT_RESIST_ITEM_SLOT_300;
          itemOwner.getTag dumb Tag.GOGGLES_BROKEN_FR;         

          if eq temp 1; #las_goggles_worn 1;
            sub goggles_curr_strength 1;
            debug_log "goggles current strength is: " goggles_curr_strength; 
          end; 
         
          if eq goggles_curr_strength 0;
            set goggles_are_broken 1;
            itemOwner.setTag Tag.GOGGLES_BROKEN_FR 1;               
          end;         

          return power part side;
    newTurnItem: #ITS not GOGGLES THAT CRASH THE GAME!!!!!!!!!!!!!!
      - new: GOGGLES_STRENGTH
        offset: 9.1
        code: |
          var ptre BattleUnit itemOwner;   
          var ptr RuleItem itemRuleset;
          var int anti_laser_goggles;
          var int las_goggles_worn;
          var int goggles_are_broken;   #something is wrong     
          var int temp;

          item.getOwner itemOwner;
          # If no owner, skip script
          if eq itemOwner null;
            debug_log "ItemOwnerIsNullValue";             
            return;       
          end;       

          item.getRuleItem itemRuleset;
          itemRuleset.getTag anti_laser_goggles Tag.ANTI_LASER_GOGGLES; 
          unit.getTag goggles_are_broken Tag.GOGGLES_BROKEN_FR;               

          if eq anti_laser_goggles 1;
            set las_goggles_worn 1;
            itemOwner.getTag temp Tag.UNIT_RESIST_ITEM_SLOT_300;
            debug_log "Anti_laser_goggles_working";   
          else;
            itemOwner.setTag Tag.UNIT_RESIST_ITEM_SLOT_300 1; 
            #if eq temp 1;
              #debug_log "TEMP = 1";
              #itemOwner.setTag Tag.UNIT_RESIST_ITEM_SLOT_300 1;
            #end;                                 
          end;

          #debug_log "laser_goggles_var: " anti_laser_goggles;
          #debug_log "anti laser goggles worn: " las_goggles_worn;

          if eq temp 1;           
            set las_goggles_worn 1;
          end; 

          if eq goggles_are_broken 1;
            debug_log "Goggles_blown_to_heaven't";           
            set las_goggles_worn 0;
            itemOwner.setTag Tag.UNIT_RESIST_ITEM_SLOT_300_BROKEN 1;             
          end;           

          return;



ERROR LOG:
Code: [Select]
[2024-03-12_15-25-06] [ERROR] Unknown variable name 'item'
[2024-03-12_15-25-06] [ERROR] Error in parsing script 'hitUnit' for 'Global Event Script': invalid operation 'item.getOwner'
[2024-03-12_15-25-06] [ERROR] Error in parsing script 'hitUnit' for 'Global Event Script': invalid operation in line: 'item.getOwner itemOwner;'
[2024-03-12_15-25-06] [ERROR] Unknown variable name 'unit'
[2024-03-12_15-25-06] [ERROR] Error in parsing script 'newTurnItem' for 'Global Event Script': invalid operation 'unit.getTag'
[2024-03-12_15-25-06] [ERROR] Error in parsing script 'newTurnItem' for 'Global Event Script': invalid operation in line: 'unit.getTag goggles_are_broken Tag.GOGGLES_BROKEN_FR;'

Thank you for all the help  :)

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