aliens

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - kikimoristan

Pages: 1 2 3 [4]
46
i'm gonna use this for my go to ask questions thread for this mod so i don't spam the forums make too many new threads.


cargo ship map is working now. i fixed all the lof issues and bugs with help from you. see here: https://openxcom.org/forum/index.php/topic,3368.0.html

but i am in need of more help.

i wanna make it randomly appear on water with a custom target name as SHIPPING ROUTE which is defined in alienMissions and

i am trying to make custom terror missions that pop up on water as deep alien cargo attacks. but whenever the mission appears game inst a crashes.

here is my terrain ruleset
Code: [Select]
terrains: #  ---------- TERRAINS -------------------------------------------
  - name: CARGO
    mapDataSets:
      - BLANKS
      - SEA
      - CARGO1
      - CARGO2
      - XBITS
    civilianTypes:
      - MALE_CIVILIAN_SAILOR
      - MALE_CIVILIAN_WORKER
    script: CARGO
    mapBlocks:
      - name: CARGO00
        width: 30
        length: 70

Code: [Select]
mapScripts: #  -------- MAP SCRIPTS ----------------------------------------
  - type: CARGO
    commands:
    - type: addCraft
      rects:
        - [1,0,1,2]
    - type: addBlock
      size: [3,7]

Code: [Select]
regions: # ------------ REGIONS --------------------------------------------
  - type: STR_NORTH_ATLANTIC
    cost: 500000
    regionWeight: 5
    missionWeights:
      STR_CARGO_TERROR_MISSION: 20
    areas:
      - [305, 335, -70, -30]
      - [300, 335, -30, -10]
      - [315, 335, -10, 0]
    missionZones:
      -
        - [305, 335, -70, -30]
        - [300, 335, -30, -10]
        - [315, 335, -10, 0]
  - type: STR_SOUTH_ATLANTIC
    cost: 500000
    regionWeight: 5
    missionWeights:
      STR_CARGO_TERROR_MISSION: 20
    areas:
      - [330, 5, 0,  15]
      - [325, 5, 15, 60]
      - [5, 55, 40, 60]
    missionZones:
      -
        - [330, 5, 0,  15]
        - [325, 5, 15, 60]
        - [5, 55, 40, 60]
  - type: STR_INDIAN_OCEAN
    cost: 500000
    regionWeight: 5
    missionWeights:
      STR_CARGO_TERROR_MISSION: 20
    areas:
      - [55, 70, -15, 10]
      - [70, 90, -5, 10]
      - [55, 105, 10, 60]
    missionZones:
      -
        - [55, 70, -15, 10]
        - [70, 90, -5, 10]
        - [55, 105, 10, 60]


Code: [Select]
  - type: STR_CARGO_TERROR_MISSION
    data:
      - alienRank: 5
        lowQty: 4
        highQty: 6
        dQty: 1
        percentageOutsideUfo: 70
        itemSets:
          -
            - STR_BLASTA_PISTOL
          -
            - STR_BLASTA_RIFLE
            - STR_SONIC_PULSER
          -
            - STR_BLASTA_CANNON
            - STR_SONIC_PULSER
      - alienRank: 4
        lowQty: 1
        highQty: 2
        dQty: 0
        percentageOutsideUfo: 20
        itemSets:
          -
            - STR_BLASTA_PISTOL
          -
            - STR_BLASTA_RIFLE
          -
            - STR_BLASTA_CANNON
      - alienRank: 3
        lowQty: 1
        highQty: 1
        dQty: 1
        percentageOutsideUfo: 20
        itemSets:
          -
            - STR_BLASTA_PISTOL
          -
            - STR_BLASTA_RIFLE
          -
            - STR_SMALL_LAUNCHER
            - STR_STUN_BOMB
            - STR_STUN_BOMB
            - STR_STUN_BOMB
      - alienRank: 2
        lowQty: 1
        highQty: 2
        dQty: 0
        percentageOutsideUfo: 20
        itemSets:
          -
            - STR_BLASTA_PISTOL
          -
            - STR_BLASTA_RIFLE
          -
            - STR_BLASTA_CANNON
            - STR_SONIC_PULSER
      - alienRank: 1
        lowQty: 1
        highQty: 1
        dQty: 0
        percentageOutsideUfo: 0
        itemSets:
          -
            - STR_BLASTA_PISTOL
          -
            - STR_BLASTA_RIFLE
          -
            - STR_BLASTA_CANNON
            - STR_BLASTA_CANNON
      - alienRank: 6
        lowQty: 1
        highQty: 3
        dQty: 2
        percentageOutsideUfo: 50
        itemSets:
          -
            []
          -
            []
          -
            []
      - alienRank: 7
        lowQty: 1
        highQty: 3
        dQty: 2
        percentageOutsideUfo: 50
        itemSets:
          -
            []
          -
            []
          -
            []
    width: 30
    length: 70
    height: 4
    civilians: 16
    terrains:
      - CARGO
    briefing:
      palette: 6
      music: GMENBASE

so i have everything working now but cargo ship terror missions crash the game when they show . i know this because with mod off  game never crashes.

there must be something that i am missing .


now i am thinking maybe missions can't happen on water? so maybe i have to modify the geoscape as well so make water a new texture.

anyone has any thoughts?

47
so i was working on this mod which borrows tiles from TFTD which has their own custom map scanner textures. OK. Finding UFO matching tiles is tedious but not that bothersome. and i was working on animated water textures and i thought to myself wouldn't be nice to see them animated on the map as well??

but back to the idea of having custom map tiles here is a possible way to do this

use a custom png with tiles that are 4 x 4 pixels and in extra sprites add a custom type

extraSprites:
  - type: Scan
    width: 44 # 11 tiles
    height: 8 # 2 tiles so 22 tiles
    subX: 4
    subY: 4
    files:
      419: Resources/custom_scan.png 

420 tile 1 , 421 tile 2 .... and thy get added to the map scan textures array

vanilla has 418 tiles so that's why it starts at 419..if you make it 0 you replace vanilla ufo map tiles .still cool!

now how to make them animated? here is another idea

extraSprites:
  - type: AnimScan # Animscan means all texture images are assigned to this one tile
    width: 8 # means 2 images are there
    height: 4
    subX: 4
    subY: 4
    files:
      419: Resources/animwater_scan.png  < all these images will become 419..when in MCD you pick 419 in the game  when you click map this tile will be animated on the map. this can allow custom enemy map tiles or other objects of interest for ex power source to blink or be animated as well.

  - type: Scan # Scan means each image is assigned to a subsequent tile
    width: 16 # 4 images means first image is 420, next one is 421 etc
    height: 4
    subX: 4
    subY: 4
    files:
      420: Resources/custom_scan.png 

Also I'm perfectly aware this may not be something to focus on . Is just a suggestion : ) for me is no big deal the way things are right now is not imperative this has to be done. just a nice side feature and nothing more.

48
Guys I need help.

I created a new alien deployment and terrain and a map that is 70 x 50. Whenever I try new battle I get Map Failed to Fully Generate.

The map is fixed and should not randomly generate.

Any thoughts?

49
Work In Progress / tying to make a soldier that is also a living weapon
« on: February 14, 2015, 03:00:54 pm »
So I am trying to make this alien that has a built in attack but can also use weapons. I managed to do it once and my soldier got auto-equipped but I haven't been able to do it again. There's a trick I can't figure it out.

I found that if I make a soldier living weapon

For example (in pseudorulecode yml)
MONSTER_SOLDIER
rank living soldier
living weapon

MONSTER_WEAPON
fixed true

The soldier gets the embedded weapon and is able to browse it's inventory and pick up or use items. Is just it's not autoequipped like all other soldiers.

Is there a way to force equip him?

50
Unit shadows:
Terrain or objects undearneath standing units becomes darkness level -1. Same effect as darkness for map but only for 1 specific tile. Shadow persists until the unit leaves the grid cell.
Shadows are cast by flyers as well.
Shadows count as darkness making human/civilians underneath that are standing in the shadow have a vision of -1 as if it's  (the map) darker by 1 unit.


Units above as outlines:
Clicking the button Multi Level View has 3 states
1. normal
2. all units that are at levels above the current one are displayed as outlines only.all units below current level have an outline that is always visible.
3. all levels (and units) are displayed

51
Programming / possible arcingShot/damageType 8 bug?
« on: February 13, 2015, 05:45:23 pm »
I may have found a bug using openxcom_git_master_2015_02_12_0912 nightly.

I have created a terrorist with built in ranged weapon .

  - type: BIGMONSTER_WEAPON
    weight: 3
    bigSprite: -2
    handSprite: 103 < same as celatid
    bulletSprite: 8
    fireSound: 51
    hitSound: 19
    hitAnimation: 46
    power: 80
    damageType: 6 < STUN
    accuracySnap: 75
    accuracyAimed: 110
    tuSnap: 30
    tuAimed: 60
    battleType: 1
    fixedWeapon: true
    invWidth: 2
    invHeight: 3
    clipSize: -1
    recover: false
    arcingShot: true

It shoots fine and works fine. Until I take control of him. Using CTRL+D I control him I try to shoot game crashes once the shot lands.

If I change damage type to 8 acid however, no crash!

Can you see anything wrong?

Does arcingShot only work for acid damage type?

52
Suggestions / movementType: 3 jumping
« on: February 13, 2015, 01:08:14 pm »
So you have movement type 0 = walking 1 = flying 2 = sliding

Now 3 = Jumping

Jumping is flying for current turn only. Once you click end turn the unit falls down to the ground then next turn begins.

Jumping allows temporary 3d movement but unit cannot maintain flight during enemy turn.

Furthermore if a jumping unit is in the air with nothing solid underneath them they cannot use any attacks . A message "you cannot attack while in the air" will be shown.  Or even "you cannot attack in mid air while jumping"

This is probably the simplest and most elegant way without having to create any special animations or code.




I was also thinking hoping over fences movement unrelated to the above or windows by temporarily switching over to kneel animation and moving the character up a bit faking a mid jump over medium sized obstacle.

53
Suggestions / a new item flag that limits item fuctionality / map type
« on: February 11, 2015, 04:55:23 am »
for example let's say smoke doesn't work on mars
or coveralls or personal armor won't work on marks either so anyone wearing those will die
you can make certain weapons not work in certain maps for example let's say there is a shield of some sort that inhibits lasers working properly inside alien bases so if your soldiers have one such weapon it simply won't shoot.

and so forth

items:
   type: STR_PISTOL
   ....
   disabledForMaps:
      -FOREST
      -MOUNTAIN
   ...

only usable for weapons (including ship weapons), armor

if armor the effect is soldier dies
if weapon the effect is weapon does not shoot

the idea is you can make certain special maps like acid pools or lava or underground  or space where soldiers are unable to breather or use certain type of weapons due to no air or other reasons.

54
damagType 0 is listed as  Unknown. However. Why not use it for something?? Instead of using STR_UNKNOWN I propose to use STR_DAMAGE_TYPE_NONE and add one entry to the language file STR_DAMAGE_TYPE_NONE: "None" 

I suggest game engine or map should have a terrainDamage option to lower terrain damage so for example grenades or rifles can't blow walls or terrain but only high explosives o really high damage.

terrainDamage could work like armour for example
terrainDamage 0.5 gives 50% damage from all sources


Another way to do it is use it as a minimum threshold damage
terrainDamage 80
meaning any damage 80 or less cannot destroy terrain

This could be useful in final maps or fixed maps or special missions that you don't want people cheating going trough walls etc

55
I wanna make a new damagetype  which is Sonic.

Now I know 0 NONE damagetype is never used in the game . Will weapons will work with NONE damage type ?. It shows as Unknown damage in UFOPAEDIA but I found if i change STR_UNKNOWN: "Sonic" will show as Sonic.  Is STR_UNKNOWN used anywhere else?

Also I noticed I can make damageType any number for example damageType: 20 and will work but would it work? I cannot set individual armor defense for against this type of damage but that's okay I don't care about Sonic protection as there should be none.

Another option I have is change Acid to 0 NONE adjust all armors in the game and replace Acid with Sonic. This is because there are no Acid weapons in the game (save for 1 mod that uses acid).  Would this work?

Any thoughts or suggestions?

56
I wanna create a small mod with another alien faction and other races and another final mission

if not another cydonia perhaps another unique mission like battleship?

57
I have bumped into this problem a few times where two (or more) modders make the same type of weapon with different stats using different clips.

For example just no I fixed MiB sniper rifle and Equal Terms sniper rifle. Both look differrent have different stats and use different clips. To be honest I don't mind the idea of having many types of same weapons with various looks and stats but the problem is same weapon using different clips and sometimes the other weapon is not even in the game due to similar naming.

I noticed if you have two mods using same string for example STR_SNIPE_RIFLE then only one of the sniper rifle is gonna be in the game.
Does anyone know which one ? I assume the one loaded last which is probably also the mod higher in the list.  In the above example Equal Terms sniper rifle is in the game but the other one is not. Also if you make ammo strings same name then all similarly named weapons will use one shared ammo.

I recommend making the weapon string like this

STR_<UNIQUE KEY/MOD NAME>_WEAPON_NAME

And for the clip make it like this

STR_WEAPON_NAME_CLIP

This will ensure your unique weapon will be in the game and will share a clip with a similarly named weapon.

STR_EQT_SNIPER_RIFLE
STR_SNIPER_RIFLE_CLIP

STR_MIB_SNIPER_RIFLE
STR_SNIPER_RIFLE_CLIP

since both weapons have their ammo as same string they will share the ammo (and the damage)


Alternatively if you wish to make unique clips for your weapon only usable by aliens then you can add an unique clip with same naming convention.

STR_MIB_SNIPER_RIFLE_CLIP

And add it to the compatible ammo for the weapon you want as well as add the following to the the clip's rulset

require: STR_ALIENS_ONLY
cost : 0

effectively removing it from the game for XCom.


Also last thing. If you want to give the weapon to aliens but not show up in the ufopedia at first but only when found

add this to the weapon

weapons:
  - type: STR_MIB_MACHINE_PISTOL
    cost: 0
...
    lookup: STR_MIB_MACHINE_PISTOL
    needItem: true

and add this to the weapon's ufopedia making the ufopedia (weapon) require itself which means this ufopedia is unlocked only if the weapon is found

ufopedia:
  - id: STR_MIB_MACHINE_PISTOL
...
    section: STR_WEAPONS_AND_EQUIPMENT
    requires:
      - STR_MIB_MACHINE_PISTOL


In equal terms default game weapons have been removed from the game by making ufopedia not available and weapons belonging to aliens. The problem is MIB early tech use default XCom weapons so you gonna see them in the game but unable to use them. I think is smarted to remove them by making the weapons require themselves that mans if you ever see them their ufopedia is auto unlocked and you will be able to use them unless you specifically want to make something XCom cannot use. You can make clips cost 0 so they cannot be bought in the game but you can add manufacture options for clips once their ufopedia has been unlocked ie you found on weapon so now you can make clips for it. Which is exactly what I did to make MIB and Equal Terms compatible.

There are a couple of laser rifles, sniper rifles, shotguns, machine pistols and many other weapons in various mods floating around. Would be nice to have them all use same ammo and have them unlock themselves if found if not available at start.

What do you think?

58
Is weird that you won't know the look of your own soldiers until you go on the first mission. Sometimes you wanna rename them but don't know if they are male or female based on the name alone. Maybe some have foreign name that may sound male but are female or the other way around. Or maybe you just wanna admire your beautiful soldiers.Whatever the reason. Would be nice to visually see them from the base and not just their skills.

I would eventually love to customize their head or skin colour or even then colour of their armour. Like all my snipers I want black but assaults or heavies red scouts yellow or medics white etc etc. But for now just to be able to see them in the base would be greatly appreciated.

59
Suggestions / Really basic soldier skills. Is this possible?
« on: February 07, 2015, 07:35:22 am »
Playing XCom Enemy Unknown/Enemy Within I wonder if is possible at all to create a set of simple soldier skill for OpenXCom that will help them in battle.

Could be something really basic like stat strings.

For example when they advance or have a skill over a certain value they get certain abilities.

For example health over a certain value they bleed out for 3 turns first time they get killed and need to be stabilized with a medkit instead of dying right away.

TU over a certain amount lets them look around for free.

Reaction time over a certain amount will make them always ignore fist shot.

A strength over a certain amount will make heaviest item in hand  become  0 weight.

Bravery over a certain amount will make nearby allies not panic or will pacify panicking soldiers.

Throwing accuracy over a certain amount will make grenades cost less TU to prime and or throw.


...and so forth

Pages: 1 2 3 [4]