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Messages - Buscher

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31
Hi,

is it possible to extend this feature to items: ?

I have a few items that are pretty much a reskin. These items cannot be loaded on your craft and are for selling only (Chaos vs Sanctioned items). For the battle relevant stats they are the same. If not I can live with creating duplicate articles inside another section.

Thanks.

32
That clears it up. Thank you very much Yankes!

33
We were looking at the scripting hooks such as energyRecoveryBonusStats and energySoldierRecoveryBonusStats. I didn't really get smart looking at them in the source code. BonusSoldierStatsRecoveryParser and BonusStatsRecoveryParser inherit from BonusStatsBaseParser but I don't really see a difference the two.

What is the difference between these hooks?
Thanks.

34
40k / Re: Where is the .rul for the Space Marines?
« on: January 14, 2023, 02:41:13 pm »
There are no female Traitor Guardsmen?
And even then female Guardsmen are canon. No idea what the big deal is.

35
40k / Re: 40k Bug/crashes/problem´s report
« on: January 14, 2023, 02:38:02 pm »
Please read the error message and increase the chance for being helped from 5 % to 98 %. Thanks

36
Help / Re: Empty hand HWP?
« on: January 07, 2023, 09:32:29 pm »
To my knowledge that's not possible. As you say the HWP is directly linked to its weapon (units: and items:, items: includes tu costs, etc.).

What you can do is to fill both the unit's hands with items using builtInWeaponSets before the HWP weapon is being added. Another solution seems to be have an AI soldier type and have armors for that soldiers type.
For example X-COM Files does that. I believe it's the Enforcer armor that has free hands.

37
40k / Re: cutscene mod
« on: January 07, 2023, 09:25:33 pm »
There are cutscenes for:
- UFO Landings/Crash Sites
- Most enemy bases
- Intro/Win/Loss
- Chapter (as a chapter of a book, not marines) changes (f. ex. on reaching mid-tier)
- Some special missions
- Maybe more

Note that this mod isn't being updated for ROSIGMA.

38
40k / Re: 40k Bug/crashes/problem´s report
« on: January 07, 2023, 09:22:46 pm »
Put the attached file in ROSIGMA/ROUTES

39
In the mod I have a gun which simulates a way to call in an airstrike (battleType: 1, arcing, ... essentially a grenade launcher). Enemies shouldn't react on the action_unit.
So I wrote a script that looked exactly like in the first code block here

Spoiler:
Code: [Select]
items:
  - &STR_GUN
    type: STR_PISTOL # test item only # battleType: 1, not arcing

    scripts:
      reactionWeaponAction: |
        debug_log "====================";
        debug_log "reactionWeaponAction";
        debug_log "====================";
        debug_log "action_target" action_target;
        debug_log "action_unit" action_unit;
        debug_log "arc_to_action_unit" arc_to_action_unit;
        debug_log "battle_action" battle_action;
        debug_log "distance" distance;
        debug_log "move" move;
        debug_log "reaction_battle_action" reaction_battle_action;
        debug_log "reaction_chance" reaction_chance;
        debug_log "reaction_unit" reaction_unit;
        debug_log "reaction_weapon" reaction_weapon;
        debug_log "weapon" weapon;



        return 0;


Once the gun is fired, the reactionWeaponAction script continues running for battle_action == 0 (BA_NONE) && move == 0 (walking) || move == 1 (running, didn't test flying) as observed in the openxcom.log. This means that once the gun is fired, you can use up all your TUs for movement and not be fired at. Once you shoot another gun which isn't using this script, things work normal again. See the attachment for a mini mod and savegame to test with.

Knowing that I can solve the problems in the script (see below).
My question is: Is it intended that reactionWeaponAction continues to trigger on movement after the script was called the first time?
Thanks for looking at it.

Spoiler:
Code: [Select]
items:
  - &STR_GUN
    type: STR_PISTOL # test item only

    scripts:
      reactionWeaponAction: |
        # was return 0;


        if neq battle_action BA_NONE; # or compare to specific shooting related battle actions
          return 0;
        end;

        return reaction_chance;



40
Thank you for the kind words.
It's nice to be back and contributing again. I will try not to become a stranger another time  ;).

41
40k / Re: 40k Bug/crashes/problem´s report
« on: January 06, 2023, 01:03:44 am »
What's the difference between the living quarters and the barracks?

The difference is that the barracks has 10 training space additional to the 50 living space which the Living Quarters also has.


42
40k / Re: 40k Bug/crashes/problem´s report
« on: January 05, 2023, 03:33:46 pm »
It's super minor, but I've noticed that if Imperial Guards build a new barracks, it's called Living Quarters. The only "barracks" is the one you place during the initial base creation. I'm assuming this wasn't intended.

IG Barracks are behind the research "Basic Training" which should be one of the initial research topics.

43
40k / Re: Where is the .rul for the Space Marines?
« on: January 05, 2023, 03:32:21 pm »
You are looking for STR_SOLDIER in soldiers_40k.rul

44
Todolisted, but with a low priority.
(I don't consider uncluttering things with a lot of clutter my responsibility... in fact each time I lower the pain threshold, I just enable more clutter to be added... it's a never-ending vicious cycle)


Yes, I can imagine that never ending story being a thing. No worries about the low priority.


Quote
Btw. what should happen when a hidden article is opened directly, i.e. by a middle click?
And what should happen when you then press the Next button once and the Previous button once?

The middle mouse click, be it either in the items list (f. ex. craft item inventory) or visible as a bigob in battle, the article should show up as normal.
The second question is really good. Intuitively I would expect that the hidden article will be shown again. Of course that means you would have to remember which article you have opened with middle mouse click, which is probably an additional pain.

45
Thanks for picking up the suggestion. The solution looks great. Thank you.

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