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Topics - bulletdesigner

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31
can someone provide more information on both subjects

I geting a crash ->segmention fault when i give the atribute  markerIcon: 12 in alien deployment (i have the image of the globe markers in the extrasprites)
So what i´m a missing, marker works fine in the craft and UFO section


about the special weapons( the one that dosent apear in hands), can we custom make the box sprite? how does it works

Thks in advanced

32
OXCE Bugs FIXED / [FIXED] Uknown original UFO destination
« on: May 08, 2018, 02:25:29 am »
just finish a mission on geoscape exit the game, now when its loads says uknown original UFO destination, i was implementing the HK seeing if its works, everything was fine until

33
1- Is there any way to include a option to view the craft and the pilot while pressing like a button on the ship equip screen
idea is --> you press a button that launches a battlescape 30x30 map (not 20 x 20 so craft spawn on center),  an hangar with no enemy´s, (so only one turn) and no scorebord show at end
that way you can see the deployment, you can connect with the pilot and other shenanigans


2- i want to do a mounted turret, is there any script that we can pickup a item that drains all energy to 0, then while object equip all energy recover is 0 (so item cannot move around)


34
Resources / Ork BOy
« on: March 29, 2018, 01:58:54 am »
A share of a fresh new ork
Dioxine requested a while back, so where it is .. a bit inc but with some charm

35
is any way to do a damage that needs surpass moral? in OXCE+of course

36
Resources / Paperdolls naked woman and bike
« on: February 22, 2018, 02:43:11 am »
here are some useful INV paperdools resources made by me
always bothered me the way woman paperdool look like a man

37
Help / region only has zone valid up to 0? help!
« on: February 07, 2018, 05:00:36 pm »
Ok , so let me explain the plan was to create a terror site throw waves of several ships so i made this script

  - type: STR_ALIEN_WAR
    points: 10
    objective: 3
    retaliationOdds: 0
    spawnZone: 0
    waves:
      - ufo: STR_SUPPLY_SHIP
        count: 1
        trajectory: P1
        timer: 15000
      - ufo: STR_LARGE_SCOUT
        count: 1
        trajectory: P1
        timer: 9600
      - ufo: STR_SUPPLY_SHIP
        count: 1
        trajectory: P0
        timer: 12000
      - ufo: STR_SUPPLY_SHIP

i tried spawnzone 3 before , some waves occur , some retaliation (witch i didnt want) alsodirect spawn and not the correct map (normal city instead of the one i planed). so i change to spawnzone 0

Now with spawnzone 0 this error occurs (see attachment) , can someone help? (is it too many crowed/ocurrences on a specific region?)

so i tried to understand a little by understanding globe generating and mission, and realized i made on error on region_hulk_sites (i just copy pasted, seemed generic engouht with all planet zones), now i see i has more info than coordinates!
The problem can be also that, but also i´m afraid if i correct it many bugs will occur on campaign in progress


Also is this question for troubleshooting or for help ( i see now there are 2 sections on forum ops!, i guess i´m in the wrong one now! can someone move to help thread!)

38
Custom armor preview for a 2x2 unit

can someone make this change/add to sugestions for 2x2 armored units?
armors:
  - type: exemple
   customArmorPreviewIndex: [5, 6]

and using the both slots 5 and 6 in this case !

39
Help / Custum armor preview 2x2 question
« on: January 20, 2018, 06:46:27 pm »
Now  that we can equip 2x2 armor, is there any custum preview armor index  mode that oucupy 4 spaces? Only 1 is quite deciptive ! Is there anyway arround?

40
Help / Invalid zone number help
« on: December 13, 2017, 01:38:32 am »
So i´m playing 40k mod and at the beginning of the month after rating, the new month starts to spawns missions .. 1 mission site and other event site , and when i "think" is about to spawn another this error occurs anyone can shed some light (is it too many missions with same spawn?)

41
Help / a question about retaliation races
« on: November 23, 2017, 12:42:00 pm »
This is my retaliation script
  - type: STR_ALIEN_RETALIATION
    spawnUfo: STR_BATTLESHIP # Spawned for the final retaliation run
    raceWeights: # In the case of a shootdown, race comes from the UFO that triggered the mission.
      0:
        STR_SECTOID: 20
        STR_SNAKEMAN: 20
        STR_ETHEREAL: 20
        STR_MUTON: 20
        STR_FLOATER: 20

the problem is i created a race which i don´t want then to retaliate
so i did in races:
  - id: STR_ASSAULTCHAOS
    retaliation: false 

Still when i take down their craft and they still retaliate with that race, i guess because of the ""# In the case of a shootdown, race comes from the UFO that triggered the mission."" part still is there a way to ignore it?

i´m i missing something?

42
Playthroughs / 40k mod sideoperations mission 3
« on: November 21, 2017, 12:41:38 pm »
So as was i playthrough the campaign i managing to correct the bug´s that apear and put the sideoperations missions to works as i play it.
so here´s mission 3  (spoiler if you planning on playing it)
https://www.youtube.com/watch?v=se7N9mzu7NI&t=76s


43
Playthroughs / 40k mod base defense mission
« on: October 31, 2017, 01:18:58 pm »
i was gametesting the 40k mod with new facility, was to show the new defenses and end up recorded the whole mission..
so i guess it has some interesting points. so i share seeing the heavy bolter shred foes apart and see chaos kill all defenses in first turn

https://www.youtube.com/watch?v=KTXztCVTnG0&feature=youtu.be

44
Help / double simultaneous shot
« on: October 17, 2017, 10:11:44 pm »
i´ve been looking in forum a way do to a double barrel gun but not shotgun (stormbolter) , but i tried in item the  ->   shotgunPellets: 2    but the spread is crazy and show no bulletsprite..
So is there any line to apply 2 times the damage in the same shot? Meaning i did a bulletsprite with 2 bullets even it still counts as the same projectile

45
Since there are no country in the 40k mod, i made several flags only for cosmetic purpose
I can manually adjust all flag in solider but my question is ->
Is it possible to do some code that automatic assign the flag to the number of kill ex:
10 kills flag1
20 kills flag2
30 kills flag3 and so on....
image exemple


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