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Messages - Ethereal

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256
OXCE Wishlists / Re: What do I expect from OXCE in the future.
« on: October 28, 2020, 10:15:38 pm »
You obviously don't understand me. Here's what happens in the complex:

Code: [Select]
    reactionUnitReaction:
      - offset: 1
        code: |
          var ptr RuleItem weaponRuleset;
          var int weaponCannotReact;

          weapon.getRuleItem weaponRuleset;
          weaponRuleset.getTag weaponCannotReact Tag.WEAPON_CANNOT_REACT;

          if neq 0 weaponCannotReact;

            set reaction_chance 0;

          end;

          return reaction_chance;

    reactionUnitReaction:
      - offset: 1
        code: |
          var ptr RuleItem weaponRuleset;
          var int weaponNoReact;

          reaction_weapon.getRuleItem weaponRuleset;
          weaponRuleset.getTag weaponNoReact Tag.WEAPON_NO_REACT;

          if neq 0 weaponNoReact;

            set reaction_chance 0;

          end;

          return reaction_chance;

  tags:
    RuleItem:
      WEAPON_CANNOT_REACT: int
      WEAPON_NO_REACT: int

I need both effects.
WEAPON_NO_REACT - doesn't work. Where is the mistake?

257
OXCE Wishlists / Re: What do I expect from OXCE in the future.
« on: October 28, 2020, 09:15:14 pm »
Yes, I made a mistake and installed "reaction_weapon" in the wrong place. I tried again - it works. One problem... I wrote that I also need a silent weapon script. I tried to duplicate it and there I have already set "reaction_weapon" with a new tag "WEAPON_NO_REACT".

Code: [Select]
    reactionUnitReaction:
      - offset: 1
        code: |
          var ptr RuleItem weaponRuleset;
          var int weaponNoReact;

          reaction_weapon.getRuleItem weaponRuleset;
          weaponRuleset.getTag weaponNoReact Tag.WEAPON_NO_REACT;

          if neq 0 weaponNoReact;

            set reaction_chance 0;

          end;

          return reaction_chance;

Where is the mistake?

258
OXCE Wishlists / Re: What do I expect from OXCE in the future.
« on: October 28, 2020, 06:57:20 pm »
There is no effect. Check with yourself. If it works for you, then I'm wrong and I'm a fool. I will try to experiment further. But if you think that I understand scripts, then I assure you that I am not.

259
OXCE Wishlists / Re: What do I expect from OXCE in the future.
« on: October 26, 2020, 01:05:04 pm »
Ok, another bug in script, current version make opposite, when you shoot with pistol nobody can react to it.

It's not bad too. I checked. It works. Long live the silent weapon!

correct script should use `reaction_weapon` instead of `weapon`

Thank you very much.

EDIT: It fails. Does not work.

260
OXCE Wishlists / Re: What do I expect from OXCE in the future.
« on: October 26, 2020, 12:42:06 pm »
I know. I set it to check:

Code: [Select]
  - type: STR_PLASMA_PISTOL
    tags:
      WEAPON_CANNOT_REACT: 1

No effect. The aliens are reacting.


261
OXCE Wishlists / Re: What do I expect from OXCE in the future.
« on: October 26, 2020, 12:16:49 pm »
Code: [Select]
extended:
  tags:
    RuleItem:

Thanks. In the Log the error disappeared, but the script continues to not work.

262
OXCE Wishlists / Re: What do I expect from OXCE in the future.
« on: October 26, 2020, 09:34:30 am »
I apologize for jumping to the conclusion that this post was rude, sorry about that.

For preventing reactions (besides just removing snap shots from a weapon):

This is equivalent to what I presume is your enemyReactionFire: false, that is, when you shoot an alien with the pistol, it will not react to you:

If you want a weapon to not reaction fire (reactionFire: false), you would need to include something like this in the mod:

Thank you very much.

EDIT: Oops, hurry up. The script doesn't work. The aliens react.

Code: [Select]
[26-10-2020_11-07-41] [ERROR] Can't match overload for operator 'RuleItem.getTag' for:
[26-10-2020_11-07-41] [ERROR]   [var ptr RuleItem] [var int] [BattleItem.Tag]
[26-10-2020_11-07-41] [ERROR] Expected:
[26-10-2020_11-07-41] [ERROR]   [ptr RuleItem] [var int] [RuleItem.Tag]
[26-10-2020_11-07-41] [ERROR] Error in parsing script 'reactionUnitReaction' for 'Global Event Script': invalid operation in line: 'weaponRuleset.getTag weaponCannotReact Tag.WEAPON_CANNOT_REACT;'
[26-10-2020_11-07-41] [ERROR] Error in tags: 'WEAPON_CANNOT_REACT' unknown tag name not defined in current file
[26-10-2020_11-07-41] [ERROR] Error in tags: 'WEAPON_CANNOT_REACT' unknown tag name not defined in current file

    tuSnap: 0 # removes snap shots and any possibility of reaction fire from the pistol

I already used it, but I noticed that the AI is very dull in the absence of the Snap mode (it prefers to go into melee, shoots only at the maximum distance). Yes, and I need both Snap and aiming in rocket launchers, since auto shooting will be used in them for arcing shooting.

263
OXCE Wishlists / Re: What do I expect from OXCE in the future.
« on: October 25, 2020, 09:18:23 am »

In that case perhaps the syntax could be:
reactionFire: true / false (The weapon can be used by the one holding it for reaction fire.)
enemyReactionFire: true / false (Enemies will, or won't, react to this weapon being fired.)

Good addition. I fully support it.

I would also like to make use of this feature, and if possible please add the exact same feature but instead of restricting weapons to only function based on just the unit type the ability to also make equipment usable only by soldiers equipped with specific armors as well would be of much use.

A good idea.

Having better control of the specific mind control effects that different types of soldiers can be afflicted with would be a welcome addition to the modding options.

For example what if you wanted 'tank' units not to be able to be Berserked or Controlled but you still wished for enemy psi/moral attacks or moral loss to be able to cause them to 'panic' and freeze up for a turn.

That is, for both units and soldiers. Then it is easier to implement such a function in the armor.

264
OXCE Wishlists / Re: What do I expect from OXCE in the future.
« on: October 25, 2020, 04:49:49 am »
I'm embarrassed to ask, what is the rudeness? I just expressed my wishes. If something seems rude to you, then it's not my fault, but translate.google.

  • Scripts exist already to handle this. Or just don't put snap shots on the weapon.
  • Could have some interesting use cases if you have say a soldier type like AI-controlled tanks that need a completely different set of weapons, but there are enough ways to do this without putting it so directly in the item's ruleset.
  • I guess could be QoL, but I don't usually have that many craft. I don't have a strong opinion.
  • Again, scripts/playing with morale recovery/etc. if you want to prevent these. Otherwise no strong opinion on differentiating the low morale effects.
  • Why? Limiting items according to craft just doesn't sound like a fun addition to a mod in general.
  • Already stated by Meridian in other threads that it won't happen.

Edit: Also going to echo R1dO's sentiment - the way you've worded your post comes across poorly. You should either flesh out the suggestions more in separate threads or collaborate with the devs to come up with something, not just throw expectations out into the void.

1) For the convenience of modification, it is better to have a built-in option than a script.
2) I just need different, types of soldiers to have restrictions on the use of certain types of weapons. For example, Snipers cannot use rocket launchers.
3) And I have 3 interceptors and 4 transports on each base. And more recently, another +cargo ship.
4) I haven't seen such scripts yet. And it's not about restoring morale. Example: Mouton-never panics, only berserk end psi control. Sectoid-never berserk, only panic end psi control. Ethereal-never psi control, only panic or berserk.
5) For cargo ships, so that they can transport UFO components, ship weapons and armor. Everything that the landing ship does not need to transport.
6) I know, but ... it's just a dream.

It is very difficult for me to navigate without knowing the language.

265
OXCE Wishlists / Ethereal's wishlist
« on: October 24, 2020, 10:56:04 pm »
What do I expect from OXCE in the future.
1 - Items: ReactionFire: true / falce
2 - Items: Soldiers: - a list of soldiers that can use.
3 - Sorting ships. Ability to move through the list.
4 - units: allowControl :, allowPanic :, allowBerserk: true / falce.
5 - crafts: CanCarryItems: list.
6 - More than 8 bases. Quantity adjustable by option.

266
OXCE Suggestions DONE / Re: [Suggestion] Bases Preview
« on: October 22, 2020, 02:18:47 am »
My needs are a little simpler.

Meridian, tell me, is it possible to cause an attack on the X-COM base using research?

267
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: October 18, 2020, 09:52:11 pm »
Thank you so much for the update. A lot of useful things. Especially impressive is the opportunity to finally create a branch of specialized cargo ships.

268
XPiratez / Re: Bugs & Crash Reports
« on: October 15, 2020, 11:23:07 am »
First of all, thank you so much for the great job you have done.
  As a result of long-term use of the Zeppelin (many thanks to its creator), I could not stand it and, all the same, dug through additional doors at the opposite wall. I post the results here, because I have not found a more suitable topic.

269
Work In Progress / Re: How do I make Chryssalids not always succeed?
« on: October 12, 2020, 09:51:19 pm »
I just copied it from piratez, I didn't test it... I'll test it later.

Oh, exactly! Found! I have a file with scripts from there. Thanks, figured it out.

270
Work In Progress / Re: How do I make Chryssalids not always succeed?
« on: October 12, 2020, 08:38:31 pm »
Meridian, does it work at you? Maybe not compatible with the vampirism script?

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