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Messages - Buscher

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46
Sorry for bumping.

I just wanted to mention that there was a similar thread which contains a link to a possible solution, assuming you are willing to compile your game.

For mods such as UNEXCOM the edit was quite helpful. The mod has quite weak crafts and each hangar facility can contain 2 crafts so each base ended up with 6-8 crafts. For normal game play the normal window size usually suffices.

47
Tools / Re: OpenXCom Modding Tools
« on: January 01, 2023, 10:39:44 pm »
I took the liberty to create a new instance. If it bothers Falko of course I can take everything down again.

https://buscher.eu.pythonanywhere.com/

As I am using the free plan on Python Anywhere it will automatically shutdown in 3 months. Then I will need to refresh the web app. I don't know if there are any restrictions in terms of bandwidth that will matter.
If you want to replicate it yourself, you can have a look at my github.

All credits go to Falko of course. I only made a few changes to get it to run as well as writing a small guide.

48
While Hatching Chryssalids and Tentaculats isn't exactly what you are asking for, it might still serve as a base for writing your own script.

49
40k / Re: [ADDON] ROSIGMA
« on: December 31, 2022, 01:01:21 am »
The Force Halberd has a value oneHandedPenalty of 100 %. According to the reference this means that there is no penalty. (Search oneHandedPenalty)

In other words it means that the other hand does not matter at all.

50
Recycle Bin / Re: Can't move units, time units really low.
« on: May 20, 2022, 09:09:11 pm »
The problem is that new game battles use soldier types that you transform into during normal play. Those soldier types have no min/max values for TU, stamina, etc, so they end up with a value 0 + some small random value.
Recruited normal soldiers have valid value ranges, so it doesn't matter for the campaign.
See here for more details.

51
I just added a more clear briefing picture in ROSIGMA. You have to shoot the the thing on the left side of the picture.

52
That would be awesome.
In the meanwhile I settled for the attacker to die now and explode on the next turn. If you are curious you can take a peek here.

53
I started writing a little mini mod for Land of Sand now. It basically started by the question if a personal shield could blow up if a Lasgun shot at it which is quite fitting for the Dune setting.

You can run it as a sub mod Land of Sand which already is a master mod.

Changelog
Spoiler:
Code: [Select]
## Changelog v0.3 (requires 7.5.13)

- Enabled Distrans Bats
- Added Personal Shield Toggle (on/off)
- Personal Shields show status with the primed indicator
- Personal Shields can only be worn on belts
- When a Lasgun hits a Personal Shield there are now three outcomes:
  - Target explodes
  - Attacker dies and explodes next turn
  - Target explodes + Attacker dies and explodes next turn
- Leader armor has 'normal'/non-personal shield damageModifiers
- Purchasing Personal Shield is behind any Leader using Personal Shields and Global Smugglers
- Bases don't drop E115 any longer
- Enabled statisticalBulletConservation (not part of fixedUserOptions anymore)

## Changelog v0.1 + v0.2

- Personal Shields are equipable items now that
  - block all damage but Blades (Melee) and Shock (Stun)
  - blows up when shot by a Las weapon
- Personal Shields are given to enemy depending on current tech level (months passed)
- Personal Shields can not be extracted from bodies (cold or warm)
- Cutter ammo was moved back a bit
- Database article for cutter ammo becomes available once cutter ammo is purchasable
- Melee weapons train reactions additionally to melee
- Bandages train bravery
- Bandages are actually used up
- Spice Bandages are produced in bunches of three to compensate
- Spice recovers 40 Energy and 10 Stun
- Bugfix for 0.28 so it runs in OXCE without the hotfix
- Expedition and Spotting are set to undetectable (assuming Hunter Killers ever become a thing)
- Show Throwing Accuracy in the inventory screen next to FA, melee and PSI

54
Static Variables would be really interesting. Maybe this is also a way to get towards code reuse/functions.

The example looks good. I could probably work very well with that.

55
What I try to solve is to do a shield flash indicator for an active personal shield generator being inside the inventory. For now I scan the inventory of the unit in 'newTurnUnit' and tag the unit for the turn. The tag is used to determine if the unit should flash with 'recolorUnitSprite' or not. It works well enough. The only edge case I cannot cover is when the player decides to drop the personal shield because of the potential explosion hazard with its interaction with Las weaponry.

Maybe I just turn it into a medikit item and do funny stuff with the 'healUnit' by turning the 'medikit_action_type' into an on/off switch. Or I could just use a prime/unprime action. And that together with a skill so I can lock the personal shield item into a specific slot which might have horrendous TU move costs. Limitations sometimes create creative solutions.

56
Yeah, when sleeping over this again I also figured that you could turn this into a recursive loop or have some unexpected JMP instruction (setHealth -> function in damageSpecialUnit -> Continue). I can totally understand that this is not the desired solution as the error handling for it will be a pain.

As for writing code in the engine, this has no priority right now. It is a play-thing for the Land of Sand (Dune) mod. I can also do a crazy solution like putting an item in everyone's inventory which is primed and explodes next turn. Maybe this is another way: add a new trigger to 'fuseTriggerEvents' called something like 'fallOutOfInventoryExplode'  so when a primed item falls to the ground due to the unit dying, it would also explode. Is that approach more viable?

57
Currently I try to recolor sprites depending on items in the inventory. The script command getInventoryItem only works with ptre BattleUnit which isn't accessible in the recolorUnitSprite script hook. In this hook only ptr BattleUnit is available. I can imagine that iterating through the inventory every cycle might considered a waste of CPU and therefore ptr isn't allowed there. If this is not a problem I would like to suggest that a ptr version for getInventoryItem(.size) is made available.

Thanks for reading and possible consideration.

58
Currently I try to write a script for the Dune mod that does the following:

If anything with Laser damage type hits a unit with a personal shield equipped, the game rolls a chance to either explode the attacker, the target or both. Target works well as I use specabs together with damageSpecialUnit ("explode on Death"). Right now I am trying to kill the attacker with script commands including setHealth 0, setStun 999 or setSpawnUnit and neither trigger damageSpecialUnit (or damageUnit for that matter). Maybe there is a different solution but right now I feel like it would help if scripted based HP/stun/damage changes would also trigger damageSpecialUnit.

Could scripted HP changes be introduced and appended to this list from the Changelog for 7.4.2?

Thanks for reading and possible consideration.

59
This mod currently fails on a validation check with the latest OXCE ( My reference version is 7.5.8 )

Just replace the file
LandOfSand/Ruleset/Armors-LandOfSand.rul with the attached one to this post.

STR_NONE_UC was disabled by a STR_NOT_AVAILABLE soldier type which the game crashed on, now STR_NONE_UC is simply deleted.

60
Troubleshooting / Unintended Slit in Avenger Cockpit?
« on: April 10, 2022, 02:02:51 am »
There was a complaint on the XCF Discord that a turret on height L2 could shoot inside the Avenger and kill their agents.

After taking a look I found that there is a slit in the Avenger Cockpit. I also checked the OpenXCOM UFO Patch if it would have fixed it. This is not the case.

Would you consider this slit to be 'part of the window' or more of an oversight that should be fixed?

Proposed fix: For MCD Index 24 and 25 turn loft 12 from value 12 to 14 (see AVENGER.MCD)

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