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Messages - Osobist

Pages: 1 [2] 3
16
Hello. Can we have a feature that would show different bigob depending on soldier's gender?

Examples of bigobs are below.

Spoiler:

17
That suitable too, I guess.

18
Using score penalties is not always convenient. If we're up to make some epic fail that plot-wise prevents any further X-COM activity, it seems strange to set -99999 score and then wait till end of the month to see the gameover screen.

19
I understand that this might be frustrating. Personally I see it viable only after lot's of warnings given to player via events that preceed the final one. Like, for example, there is a big meteor coming towards the Earth, and if player won't do anything about it, it will end with boom.

Truly random gameovers like sudden Commander's heart attack is kinda fun too but only once, and this is not stuff I'd make in my mod, as it's not gameplay wise.

20
It's okay for crucial plot missions e.g. prologue/tutorial missions as their success or failure will determine fate of player's organization. If you cannot pass the exam, what will you do on real job?

21
OXCE Suggestions DONE / [DONE][Suggestion] Cutscenes on events
« on: May 16, 2023, 02:37:30 pm »
[Suggestion] loseCutscene on mission site's despawns and events

Hello. Right now we can effectively lose the the game if lose or retreat from mission. But if it comes to despawn of same mission site we cannot do the same, as despawnEvent does not allow us to play losing cutscene and finish the game, which is kinda illogical.

Can we have the same function on mission despawns and events?

22
Tools / Re: OpenXCom Modding Tools
« on: May 09, 2023, 05:55:56 pm »
Hello, Falco. I've tried to use World editor that Buscher kindly uploaded here: https://buscher.eu.pythonanywhere.com/worldeditor and encountered a problem that I cannot import my region.rul. It opens by tapping the Open Import button, but all content does not affect the map and stuff, only vanilla content can be edited. What I'm doing wrong? Attaching my regions.rul here.

23
The icon's sprite should be calculated at each frame just like selectUnitSprite and selectItemSprite does. Tag's changing on unit comes as trigger to it. The tag change itself happens in skillUseUnit event. Simply talking: unit used skill - the skill icon changed at the same time. Used other skill in same turn - changed again. All goes in realtime.

24
Hello. Can we have a feature to dynamically change skillIconSprite depending on tags, which are tied to current BattleUnit? One of the possible usages that we're currently working on right now is the indicator of taken aiming mode.

25
OXCE Suggestions DONE / Re: [Suggestion] Spawn Craft on Research
« on: April 03, 2023, 07:56:43 pm »
Hiding events from player would be a nice feature, not to mention removing items from bases. That would allow to implement, for example, events with escaped prisoners.

26
OXCE Support / Re: [QUESTION] maxDistance, aimDistance etc. for ammo
« on: March 29, 2023, 01:38:51 pm »
Yeah, right.

Thanks for clarification.

27
OXCE Support / [QUESTION] maxDistance, aimDistance etc. for ammo
« on: March 29, 2023, 11:42:50 am »
Hello, I've encountered a problem during ammo modding. I'm trying to make separate attack distances for various ammo of same weapon. StatsForNerds show that such attributes allowed to specify for items with battleType = 2. But despite different stats specified in ruleset the accuracy displayed for both ammo types during aiming is same.
Is it okay? Cause it would be confusing situation for player which I'd like to avoid.

Ammo and weapon ruleset snippets are below:

  - type: STR_JUDGE
    battleType: 1
    accuracyAimed: 75 #85
    accuracySnap: 60 #65
    accuracyAuto: 40 #35
    accuracyMelee: 75
    accuracyCloseQuarters: 120 #100
    kneelBonus: 105
    accuracyMultiplier:
      firing: [0.0, 0.002]
      reactions: 0.3
      flatHundred: 0.55

  - type: STR_JUDGE_DRUM
    battleType: 2
    sprayWaypoints: 3
    maxRange: 5 #26
    aimRange: 4 #20
    snapRange: 3 #16
    autoRange: 2 #10
    dropoff: 50 #2
    powerRangeThreshold: 5
    powerRangeReduction: 50
    confAuto:
      name: STR_SLAMFIRE
      shots: 5

  - type: STR_JUDGE_DRUM_BS
    battleType: 2
    shotgunPellets: 5
    shotgunBehavior: 1
    shotgunSpread: 25
    maxRange: 16
    aimRange: 14
    snapRange: 10
    autoRange: 7
    dropoff: 4
    powerRangeThreshold: 18
    powerRangeReduction: 4
    confAuto:
      name: STR_DOUBLE_TAP
      shots: 2

28
Hello. I have a feature request - implementation of ptre BattleUnit for target_unit & observer_unit, which allow modder to change unit's stats depending of whether it sees enemy or spotted by it.

Background: I'm working under SCP Foundation theme mod and I think it's possible to implement the most iconic and in fact very first SCP ever written https://scp-wiki.wikidot.com/scp-173. The script for it could look like this:


Code: [Select]
armors:
  - type: SECTOID_ARMOR0
    tags:
      IS_SCP173: 1

extended:
  tags:
    RuleArmor:
      IS_SCP173: int

  scripts:
    visibilityUnit:
      - offset: 4
        code: |
          var ptr RuleArmor armorRuleset;
          var int scp173;
          var int observerFaction;
          var int targetTU;
          var int targetTUmax;
          var int observerMorale;
          var int observerBravery;
          var int cowardness 110;

          target_unit.getRuleArmor armorRuleset;
          armorRuleset.getTag scp173 Tag.IS_SCP173;

          if eq scp173 1;
            target_unit.Stats.getTimeUnits targetTUmax;
            target_unit.setTimeUnits targetTUmax;
            observer_unit.getFaction observerFaction;
            debug_log "SCP is" target_unit "Observer is" observer_unit;

            if neq observerFaction 1;
              target_unit.setTimeUnits 0;
              observer_unit.Stats.getBravery observerBravery;
              observer_unit.getMorale observerMorale;
              sub cowardness observerBravery;
              sub observerMorale cowardness;
              observer_unit.setMorale observerMorale;
            end;

          end;

          return current_visibility visibility_mode;

This could be useful in general when modder needs to, e.g., disrupt enemy's accuracy by wearing a chameleon armor of some sort.

29
OXCE Suggestions DONE / Re: [Suggestion] Regions providing "base functions"
« on: November 07, 2022, 08:52:30 am »
Quote
I now thinking that some regions could simply provide "base functions", this will allow multiple things affected by it (buy, research, build) but not make code more complex.
This could be provide by globe texture too.

Maybe add the countries too with the same logic?

30
Thanks in advance anyway!

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