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Messages - alinare

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106
XPiratez / Re: No Donation - No Salvation! Also: Future Plans!
« on: May 05, 2016, 01:24:44 am »
Hello Dioxine:

Impressive, all the work done, and future upgrades mod.   :D There is one who called me, especially the attention, missions on a space station. Just out of curiosity, how you plan to simulate the location of the mission? Perhaps we will have to discover an old spaceport, to reach it, the Conqueror, or some similar way? 

107

Hello:

I have drawn up a list, for example, trying not to get anything, see if someone can tell me, I'm doing wrong. The mission does not appear once the investigation, although neither the alert is displayed, do not know whether it works. The same is due to exe used. I tried the Meridian, and an error occurs. In contrast with OpenXcomEx.exe, he admits, but apparently does not take any effect.

missionScripts:
  - type: STR_SECRET_MISSION                   
    missionWeights:
      0:
        STR_SECRET_MISSION: 100
    researchTriggers:
      STR_DYNAMITE_PACK: true
    maxRuns: 1
    useTable: true
    startDelay: 150
    targetBaseOdds: 100
    executionOdds: 100
    regionWeights:
      0:     
        STR_AFRICA: 100
   
   
   
   
alienMissions:
  - type: STR_SECRET_MISSION
    objective: 3
    spawnZone: 0
    raceWeights:
      0:
          STR_MARSEC: 100
    waves:
      - ufo: STR_SMALL_SCOUT
        count: 1
        trajectory: P0
        timer: 9000
        objective: true
alienDeployments:
  - type: STR_SECRET_MISSION
    data:
      - alienRank: 6
        lowQty: 6
        highQty: 10
        dQty: 0
        percentageOutsideUfo: 0
        itemSets:
          -
            - STR_HEAVY_GAUSS
            - STR_HEAVY_GAUSS_CLIP
            - STR_HEAVY_GAUSS_CLIP
            - Communicator
          -
            - STR_NEUTRONS_SHOTGUN
            - STR_NEUTRONS_SHELLS
            - STR_NEUTRONS_SHELLS
            - VX Gas Grenade
            - Identity Pass
          -
            - STR_GAUSS_RIFLE
            - STR_GAUSS_RIFLE_CLIP
            - STR_GAUSS_RIFLE_CLIP
            - STR_GAUSS_RIFLE_CLIP
            - Communicator
          -
            - STR_FLAMASSAL
            - STR_FLAMASSAL_CLIP
            - Corrosive Grenade
            - Corrosive Grenade
           
          -
            - STR_GAUSS_RIFLE
            - STR_GAUSS_RIFLE_CLIP
            - STR_GAUSS_RIFLE_CLIP
            - Corrosive Grenade
      - alienRank: 8
        lowQty: 5
        highQty: 8
        dQty: 0
        percentageOutsideUfo: 0
        itemSets:
          -
            []
          -
            []
          -
            []           
          -
            []
          -
            []
      - alienRank: 5
        lowQty: 11
        highQty: 22
        dQty: 0
        percentageOutsideUfo: 0
        itemSets:
          -
            - STR_HEAVY_GAUSS
            - STR_HEAVY_GAUSS_CLIP
            - STR_HEAVY_GAUSS_CLIP
            - Communicator
          -
            - STR_NEUTRONS_SHOTGUN
            - STR_NEUTRONS_SHELLS
            - STR_NEUTRONS_SHELLS
            - VX Gas Grenade
            - Identity Pass
          -
            - STR_GAUSS_RIFLE
            - STR_GAUSS_RIFLE_CLIP
            - STR_GAUSS_RIFLE_CLIP
            - STR_GAUSS_RIFLE_CLIP
            - Communicator
          -
            - STR_FLAMASSAL
            - STR_FLAMASSAL_CLIP
            - Corrosive Grenade
            - Corrosive Grenade
           
          -
            - STR_GAUSS_RIFLE
            - STR_GAUSS_RIFLE_CLIP
            - STR_GAUSS_RIFLE_CLIP
            - Corrosive Grenade
      - alienRank: 4
        lowQty: 8
        highQty: 16
        dQty: 0
        percentageOutsideUfo: 0
        itemSets:
          -
             
            - STR_HEAVY_GAUSS
            - STR_HEAVY_GAUSS_CLIP
            - STR_HEAVY_GAUSS_CLIP
            - Communicator
          -
            - STR_NEUTRONS_SHOTGUN
            - STR_NEUTRONS_SHELLS
            - STR_NEUTRONS_SHELLS
            - VX Gas Grenade
            - Identity Pass
          -
            - STR_GAUSS_RIFLE
            - STR_GAUSS_RIFLE_CLIP
            - STR_GAUSS_RIFLE_CLIP
            - STR_GAUSS_RIFLE_CLIP
            - Communicator
          -
            - STR_FLAMASSAL
            - STR_FLAMASSAL_CLIP
            - Corrosive Grenade
            - Corrosive Grenade
           
          -
            - STR_GAUSS_RIFLE
            - STR_GAUSS_RIFLE_CLIP
            - STR_GAUSS_RIFLE_CLIP
            - Corrosive Grenade
      - alienRank: 1
        lowQty: 3
        highQty: 4
        dQty: 0
        percentageOutsideUfo: 0
        itemSets:
          -
            - STR_HEAVY_GAUSS
            - STR_HEAVY_GAUSS_CLIP
            - STR_HEAVY_GAUSS_CLIP
            - Communicator
          -
            - STR_NEUTRONS_SHOTGUN
            - STR_NEUTRONS_SHELLS
            - STR_NEUTRONS_SHELLS
            - VX Gas Grenade
            - Identity Pass
          -
            - STR_GAUSS_RIFLE
            - STR_GAUSS_RIFLE_CLIP
            - STR_GAUSS_RIFLE_CLIP
            - STR_GAUSS_RIFLE_CLIP
            - Communicator
          -
            - STR_FLAMASSAL
            - STR_FLAMASSAL_CLIP
            - Corrosive Grenade
            - Corrosive Grenade
           
          -
            - STR_GAUSS_RIFLE
            - STR_GAUSS_RIFLE_CLIP
            - STR_GAUSS_RIFLE_CLIP
            - Corrosive Grenade
    width: 60
    length: 60
    height: 9 
    terrains:
      - AFRICA
   
    briefing:
    alert: STR_ALERT
    alertBackground: BACK03.SCR
    palette: 2
    music: GMENBASE   
    markerName: STR_MARKER_XCOM_FILES
    duration: [200, 400]
    script: BOSSBATTLE
   
 
extraStrings:
  - type: en-US
    strings:
      STR_LOC_AFRICA: Africa Base Investigation
      STR_MARKER_XCOM_FILES: Mysterious Africa Base
      STR_ALERT: Africa Base Found!
      STR_SECRET_MISSION_BRIEFING: "We have located an old base, which seems to hide an important secret."

 I am learning to model openxcom, throwing many times, ;D  but this is beyond me. I am sure that fails for some silly, something that has escaped me, but I can not give the error. Thanks in advance.

108
Hello:

Let's see if someone can lend a hand and help me unravel this rigmarole, which I am. totally stuck.
I have a monumental mess with the whole section, missionscripts. I can not get a particular investigation, allow unlock a secret mission. I would also like to know, how to get a mission would precede background music, with its corresponding alert. I have tried to prove, with those in some mods, but no way. Moreover, when I try a mission that you have to rob a UFO, it is announced by an alert in the Geoscape, such as missions alien terror, does not work. If it is not too much to ask, not a lot of work, anyone could prepare a tutorial, or a kind of script, ready to run in openxcom?. I have also resorted to ufopedia.org page, in the section referency ruleset, but still can not clarify. I have also tried to find inspiration in the latest version of mod Piratez, in which there is a secret mission, which is unlocked with research. I tried to decipher the code, but nothing. When I create a list, it gives me error or not working. I have not included a list because I do not know and as I write it. I have two days with this, at times, yes, and no way. The head check me smoke. ;D
Anyway, thanks in advance.

109
XPiratez / Ufopedia images, blurred and unsharp.
« on: April 04, 2016, 10:46:20 pm »
Hello Dioxine:

First of all, I apologize if this does not go here, but I want to consult something.
I want to ask, if you do not mind, as it gets to you, such as artistic displays, and colorful, for Bootipedia, because every time I try something similar for my conversion OpenXcom, I already have quite advanced, indeed , I still images with the texture of sandpaper, and I can not in any way soften or remaining images me sharper. I use Photoshop, and have tried smoothing filters, I copied the images as png, and even I have become the SPK format, and look, but distorted and unattractive, really. If you can enlighten me, in this regard, I will be very grateful.
By way of example, here are some screenshots:

Thank you very much for your time. :-*

110

Hello:

I have located the required file for editing. Thank you very much. :)

111
Hello:

I need to know, as the name UFO landing is modified to call it something else, but do not know, which is the original strings of the same.
Thank you.

112
Fan-Stuff / Mortadelo and Filemon battling aliens
« on: November 13, 2015, 01:19:57 am »
Hello:
I show, as a curiosity, some images of this comic, I do not know if you know them. What I found in Spanish only, although it is clear, the "precarious" media with which they face the invaders. :)

113
XPiratez / Re: [MAIN] XPiratez - 0.95B - 24 Oct - Sink The Bismarck
« on: October 24, 2015, 11:22:29 am »
Hello Dioxine:
Very grateful, to include one of my designs on her wonderful mod Piratez. You can use, if appropriate, without restrictions, the rest of my mods. The Walker, the Pick Up Resistance, Archos mobile launchers, the alien races Outsider and Mongorns, or robot Warden. miguel am, too. I did not want to have two different nicks, but would not let me mods section, with that of alinare, although it sounds a bit weird. By the way, I see the sprites found that the armored car, were taken, the Xenonauts.

114
Suggestions / Re: Engineers strike
« on: October 18, 2015, 08:40:40 pm »
Yes, I think it would be good idea if you can carry out the fatigasen the soldiers after a certain number of missions, such as the Long War mod, Enemy Within. And they sleep at night, well, if it is absurd, and would top it. others that it is assumed that there are different shifts, for engineers and scientists, and rotation for the soldiers.

115
Suggestions / Engineers strike
« on: October 18, 2015, 07:24:11 pm »
Hello:
 I do not know if this is possible, but you could simulate random events, rather special, as a strike among engineers that produce the articles in the factories? Now, if I had labor vindications of better wages, it would be amazing. I think I read somewhere that there was a mod, to make engineers do not work during night hours.

116
Suggestions / Psi Amp that only affects a certain type of enemy.
« on: September 30, 2015, 01:52:44 pm »
Hello everyone
Would it be possible to get the Psi-Amp would affect a particular type of enemy, having no effect on the rest?. My intention would be to create a mod of a unit, like the Gremlin of XCOM 2 or the system that controls the enemy robots in UFO Enemy Within. Also I want to thank Dioxine, having resolved my doubts about the stress of combat, your mod.

117
Hello Dioxine:

 misspoke. I was referring to the stress suffered during combat by hands, not in the geosphere. I had a little lapse. :)

118
Hello Dioxine:

I'm trying to figure out, what is the instruction to reduce the fighting morale by each passing day, to simulate a state of stress, but I can not give the specific line shift. Would you be so kind as to lay that out, if possible?
Thanks in advance.

119
Suggestions / New prerequisite skills.
« on: July 24, 2015, 07:49:55 pm »
Hello:
Would it be possible to establish requirements or preconditions, to use a weapon or an object, such as the UFO Aftershock 2, which would be acquired forcibly, to use that object?.
For example, to use a particularly heavy, or complicated to handle gun, the soldier may need, have a certain level of strength or handling heavy equipment.
Another course, also taken from the same game, to wield katanas, throwing knives, or shurikens, necessary, be trained in the use of weapons of command.
The possibilities are endless, but I do not know if the game would allow this modification.

120
Suggestions / Re: CROCODILE TANK
« on: June 17, 2015, 07:37:00 pm »
Thank you very much for your interest, Dioxine. I have in mind his advice. Your mod is really bright.

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