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Topics - Alex_D

Pages: 1 [2] 3 4
16
(I don't recall if this was proposed before, nor I can find it on the forum or on the Discord)

Currently, the only way to assign a crew to a craft is from the crew screen of said craft. The inconvenient is the screen doesn't show the armor a soldier is wearing.
On the other hand the Armor screen shows the armor and allows the armor assignment for a soldier, but if you want to assign a soldier to a certain craft, the player needs to remember said soldier name and go back to the crew screen to select them.

My suggestion is to allow the craft crew selection also from the armor screen of the craft. Maybe using a combo, such as SHIFT+LClick, or something similar. This way, in a pinch, the player can select soldiers based on their armor directly from that screen.

17
OXCE Support / [Solved] specify the quantity of spawned units
« on: September 16, 2021, 05:23:01 pm »
Background:
Currently the game spawns other units from dead units, or from items using the "spawnUnit" and "spawnUnitFaction" commands. Examples:
Code: [Select]
units:
  - type: STR_ZOMBIE
    spawnUnit: STR_ZOMBIE_CRAWLER

items:
  - type: STR_BURROWED_ZERG_ZERGLING
    spawnUnit: STR_ZERG_ZERGLING
    spawnUnitFaction: 1
But it's currently limited to only one unit at the time.

Request:
I'd like to see if it's possible to implement the following feature: Specify the quantity of spawned units. Example:
Code: [Select]
units:
  - type: STR_MEGAWORM #2x2 unit
    spawnUnit: STR_MICROWORM
    spawnUnitQty: 4

items:
  - type: STR_COCOON_ZERG_ZERGLINGS
    spawnUnit: STR_ZERG_ZERGLING
    spawnUnitFaction: 1
    spawnUnitQty: 2

I know there are current workarounds such as activated spawner grenades in backpacks and such, but this may be a more direct and "clean" way to implement this feature.
I don't know if it's even possible due to code limitations. But if it is, can you implement it? If not both, at least the case of a 2x2 unit to "die" leaving behind more than one.

18
XPiratez / [submod] Marching band (Calabria) gal outfit
« on: September 13, 2021, 06:14:49 am »
Behold! A Destination Calabria inspired outfit.

For some reason the song's video strongly reminds me of the gals struggle  :D
Quote
Destination unknown...
I left my job my boss my car and my home.
I'm leaving for a destination I still don't know.
Somewhere nobody must have duties at all.
And if you like this you can follow me so let's go,
Follow me,
And let's go ...

Do not watch the video (spoilers) if you are under 13 years old. But if you are, then why are you playing Piratez?  :P
Spoiler:

Minor ruleset details with room to be tweaked.

Update: Saxophone added!

19
I'd like to propose a feature for OXCE for discussion.

Background
There are some game instances and mods that generate a lot of information to the player. And in some cases the information can be overwhelming. Desirable events or other information such as: research topics, new manufacturing, etc. can lose the player's attention. It may be desirable to have a way to keep track of the info.

Feature
The proposed feature would consist of a window that display a log. Remarks:
- The log entries would be a string of text made from the title and body text of the last X events displayed. The events would consist of everything that appears on the screen, for example: research finished, manufacture completed, facility built, UFO detected, training finished, etc.
- X could be configurable or set fix to say a value of 20. Older entries would be dropped and newer entries would replace them instead.
- The log entries could include an in-game time stamp, if that information is available.
- The entries would not need to be fancy (such as right click to relevant screen), and they would not increase the game save by a noticeable margin.

Conclusion
A feature that records the last few entries displayed in-game to the player is proposed. This information may ease the burden of keeping track of things, and potentially can assist modders in debugging non-CTD events of their mod.

20
I'd like to suggest the idea of having a set of default research topics when a country enters or leaves X-Com funding.

Concept: The idea is to trigger a research popup of some text saying a country has been overrun by aliens (eg. signed a research pact). Then after a few of those, maybe events can trigger to either give more research or missions of some kind.

Example of usage:
Code: [Select]
countries:
  - type: STR_USA
    researchAlienJoin: STR_USA_IS_DOWN
    researchAlienleave: STR_USA_IS_BACK
  - type: STR_CANADA
    researchAlienJoin: STR_CANUCKS_ARE_DOWN
    researchAlienleave: STR_CANUCKS_HAVE_RETURNED
research:
  - name: STR_USA_IS_DOWN
    lookup: STR_THE_ALIEN_MENACE_ADVANCES
  - name: STR_CANUCKS_ARE_DOWN
    lookup: STR_THE_ALIEN_MENACE_ADVANCES
  - name: STR_WE_ARE_DOOMED
    dependencies:
      - STR_USA_IS_DOWN
      - STR_THE_ALIEN_MENACE_ADVANCES
  - name: STR_NO_MORE_HOCKEY
    dependencies:
      - STR_CANUCKS_ARE_DOWN
      - STR_THE_ALIEN_MENACE_ADVANCES
eventScripts:
  - type: STR_INTERNATIONAL_RESPONSE
    eventWeights:
      0:        STR_INTERNATIONAL_RESPONSE: 100
    researchTriggers:
       STR_WE_ARE_DOOMED: false
       STR_NO_MORE_HOCKEY: true
       STR_THE_ALIEN_MENACE_ADVANCES: true

21
Resources / [CRAFT] Lotus Esprit S1 Wet Nellie
« on: November 28, 2020, 07:08:41 pm »
Adds the iconic Lotus Esprit S1 Wet Nellie from the James Bond series so your agents can do double-0 scores underwater. Seating is tight.

Note: Craft data to be adjusted by the Modder.

Prepared at the request of another modder.


EDIT: Added version of the craft for TFTD.

EDIT2: Added version on land form (wheeled)

22
OXCE Suggestions OK / [Suggestion] Custom inventory movement costs
« on: November 22, 2020, 09:21:57 pm »
I'd like to propose something for battlescape items. A way to override the default costs for item movements from one inventory slot to another (or the ground). Example:

Code: [Select]
item:
  - type: STR_CUSTOM_JACKET #some silly example
        custominvscosts:
          STR_GROUND: 999
          STR_BACK_PACK: 999
          STR_BELT: 18
          STR_LEFT_HAND: 14
          STR_LEFT_LEG: 16
          STR_LEFT_SHOULDER: 22
          STR_RIGHT_HAND: 14
          STR_RIGHT_LEG: 16
          STR_RIGHT_SHOULDER: 22
          STR_WEAR: 100
          STR_WEAR_HEAD: 999
          STR_WEAR_NECK: 999
If a invs slot is not declared, the values are by default. If the item is on the same sloth then nothing happens, as it is currently.

This way certain items can only be equipped or removed during the pre-battle screen or at the base under craft equipment, and not during a battle.

23
The X-Com Files / [Submod][Scenario] Yautja Hunter
« on: November 22, 2020, 06:01:20 pm »
The Hunt is on!

If you wondered if you crack team of X-Com agents can go to the Central American jungles and rescue a Minister from some insurgents and be put in the middle of some hunting season... wonder no more.

Music:
The mod is provided without music, to avoid copyright issues, unfortunately. Suggested music tracks are as follow:
Code: [Select]
musics:
  - type: YH_BRIEFING
    #https://www.youtube.com/watch?v=aSnuZUxHYtU Predator Main Theme - Epic Version-HQ
    normalization: 0.76
  - type: YH_MISSION
    #https://www.youtube.com/watch?v=9c3biXCLUZY Predator Soundtrack Suite (Alan Silvestri)-HQ
    normalization: 0.5
To get the tracks, you can use an online youtube to ogg converter and place the resulting files renamed as show into the SOUND folder. To activate replace the rul file with the one provided in this post.

Credits:
Code: [Select]
- Some text from the Long War Mod
- Sprites based on:
  - https://www.therpf.com/forums/threads/wip-u-avp-ultimate-aliens-vs-predator-mini-tc-for-gzdoom.316868/
  - by the Carchadon by XOps.
- Other images from: https://hipwallpaper.com/predator-backgrounds/ and http://toyhaven.blogspot.com/2009/07/hot-toys-first-predator-review-part-ii.html
- Lots of sound effects links as shown in the metadata file.

This is the first version of the mod, likely to change as Solarius reviews it. The mod is testable via a Quick Battle. Comments are appreciated.

EDIT: Thanks to the Discord members, a bug was (hopefully fixed). The package is re-uploaded.
EDIT2: Updated rul file with a minor string bug.
EDIT3: Re-uploaded rul file with another minor bug fix. The scenario .7z file was re-uploaded to avoid confusion.

24
Resources / [ITEM][GRAPHICS]Motion Scanner interface and object re-skin
« on: November 14, 2020, 11:08:57 pm »
The interface screen of the Motion Scanner has been re-skinned.

Two options are available. One with a round interface, and another with a squared interface.

Comments are appreciated.

25
Help / understanding custom music and musics.rul
« on: October 26, 2020, 04:38:52 pm »
I have some questions with regard using custom music in the game.

Currently "musics.rul" says:
Code: [Select]
musics:
  - type: GMDEFEND
    catPos: 3
    normalization: 0.76
  - type: GMENBASE
    catPos: 6
    normalization: 0.83
  - type: GMGEO1
    catPos: 0
    normalization: 1.19
  - type: GMGEO2
    catPos: 18
    normalization: 1.0
  - type: GMGEO3
  - type: GMGEO4
  - type: GMGEO5
  - type: GMGEO6
  - type: GMGEO7
  - type: GMGEO8
  - type: GMGEO9
  - type: GMGEO10
  - type: GMINTER
    catPos: 2
    normalization: 0.74
  - type: GMINTRO1
    catPos: 19
    normalization: 0.8
  - type: GMINTRO2
    catPos: 20
    normalization: 0.8
  - type: GMINTRO3
    catPos: 21
    normalization: 0.8
  - type: GMLOSE
    catPos: 10
    normalization: 1.0
  - type: GMMARS
    catPos: 9
    normalization: 0.92
  - type: GMNEWMAR
    catPos: 8
    normalization: 0.81
  - type: GMSTORY
    catPos: 12
    normalization: 1.0
  - type: GMTACTIC
    catPos: 17
    normalization: 1.14
  - type: GMTACTIC1
  - type: GMTACTIC2
  - type: GMTACTIC3
  - type: GMTACTIC4
  - type: GMTACTIC5
  - type: GMTACTIC6
  - type: GMTACTIC7
  - type: GMTACTIC8
  - type: GMTACTIC9
  - type: GMTACTIC10
  - type: GMWIN
    catPos: 11
    normalization: 0.84

My understanding from this is one put the custom music file (say ogg) with the name to match one of the types above (e.g., "GMTACTIC9"). My questions are:

1. I put a track as say "GMTACTICS_custom1", the game will put it in the correct track? Sorted by name, I assume.

2. If I were to remove some soundtracks, that ought not to play from vanilla, one will use the delete command?

3. Related to 1 and 2. If I have a long sound track that I wanted to replace, say, the whole set of GMGE tracks, then I need to delete all as per 2, and then add my single track as per 1. Is this right?

4. If I were to delete any of the named tracks (e.g."GMDEFEND") then the game will go silent or the game will crash?

26
I'd like to suggest two features:

1. Currently the image option for a "type_id: 5" pedia article (armor) is the inventory_image of the armor. There is no other option. Adding "image_id" to this type of article doesn't do anything. I'd like to propose an alternate image option (either regular, bigbos, or CPAL) that would replace the inventory image of the armor if specified. If not specified, things remain as usual.

The reason is maybe sometimes one may want to create a special image for the armor than just the inventory image. If it's too complicated, is there a template for the type 5's like in "BACK08.SCR" that we can use?

2. Kind of related to above. The game will look for the pedia article based on the string of the armor. I'd like to propose a default article to be added under "armors:" (e.g. "alternate_pedia: STR_MY_FAMILY_OF_ARMORS") that the game will look for if specified. If not things remain as usual.

Same reason as #1, maybe we have created several types of armors that only differ from each other on the image and this way we could reduce clutter in the ufopaedia.


All of these suggestions came to my mind after checking the "Xeno Ops" mod and its approach to multiple armors. There is no MMB linking to the pedia article in that mod.

If there is a similar solution in ruleset commands that will give the two features requested, I'd like to know them.

27
Resources / [CRAFT] GMC Vandura van
« on: October 25, 2020, 12:18:42 am »
Behold the Iconic GMC Vandura van!

Another Van, a special one, for your magnificent X-Com Teams. Teams B and C need not to apply.

Comments are appreciated.

28
Help / questions on fake soldiers, spawning units, and other misc. stuff
« on: October 21, 2020, 06:08:55 pm »
Recently, just for fun with XCF, I created a 2x2 unit that can spawn other small units during battle (link here). The problem is with the armor of said spawned units. To be playable, I had to insert a fake unit for the armor, a unit that I know cannot be used in-game, or so I thought.
Code: [Select]
armors:
- type: STR_XCOM_CYBERMITE_ARMOR
#snip
    units:
      - STR_FAKE_SOLDIER

soldiers:
  - type: STR_FAKE_SOLDIER  #fake soldier to avoid armours of spawned units to equip to all other soldiers, data copied from AI
    requires:
      - STR_TROLLIUM

The problem arose when I wanted a quick battle thing.  Although the game launched, it crashed when I tried to play. The game was adding these fake soldiers to the roster for the mission. I then needed to add more attributes to the fake soldier to make it "playable":

Code: [Select]
soldiers:
  - type: STR_FAKE_SOLDIER
    #fake soldier to avoid armours of spawned units to equip to all other soldiers, data copied from AI
    requires:
      - STR_TROLLIUM
    minStats:
      tu: 62
      stamina: 92
      health: 20
      bravery: 110
      reactions: 64
      firing: 0
      throwing: 0
      strength: 30
      psiStrength: 100
      psiSkill: 0
      melee: 60
      mana: 100
    maxStats:
      tu: 62
      stamina: 92
      health: 20
      bravery: 110
      reactions: 64
      firing: 0
      throwing: 0
      strength: 30
      psiStrength: 100
      psiSkill: 0
      melee: 60
      mana: 100
    statCaps:
      tu: 62
      stamina: 92
      health: 20
      bravery: 110
      reactions: 64
      firing: 0
      throwing: 0
      strength: 30
      psiStrength: 100
      psiSkill: 0
      melee: 60
      mana: 100
    armor: STR_XCOM_CYBERMITE_ARMOR
    armorForAvatar: STR_XCOM_CYBERMITE_ARMOR
    #soldierNames:
    #  - "Do not use"
    femaleFrequency: 0
    allowPromotion: false
    flagOffset: 888

My first question is if there is a better way to do this.
My second question, where I know the answer may be no, is if there is a way to let said spawned unit appear mid-air, either via some ruleset code or via scripts.

29
The X-Com Files / [CRAFT] [Parody] Ghost car
« on: October 15, 2020, 05:12:22 am »
Who are you going to call?

Spoiler:


Spoiler:
Research portion may need tweaking.

30
Resources / [UNIT] Drone Carrier Tank
« on: October 12, 2020, 05:44:55 pm »
This submod for XCF include graphics and rulesets designed to implement a new unit in X-Com. The unit is a 2x2 tank that can fire (spawn) other units controlled by the player. These spawned units can fight for X-Com, but they are lost and thus are not recoverable after battle.

As an example of these spawning units, the "X-Com cybermite" is implemented. These come in clips of 8 and are fired by the tank. The X-cybermite can melee attack as the original alien cybermite. In addition, the X-Com cybermite can self destruct if desired.

Other clips for other units may be implemented at a future date. The scripts optimized for XCF.

Comments are appreciated.

EDIT: See updated submod here: https://openxcom.org/forum/index.php/topic,8641.msg133134.html#msg133134

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