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Topics - Nord

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76
Confirming the defeat in the fight against the forum search, i am asking for help with once seen features descriptions.
Please, if anyone know answer - share it.
1. I saw animated bigobs. I mean sprites in inventory... Well, i did not see them running, only discussion about.
2. There is example in readme about always animated parrot. But is there a way to animate unit only when it fly? (And not animate when standing still)
3. I did see many times, that psi amp can be created with only one function (panic for example). But if i set 9 equipment type, it creates both actions aitomatically. I tried to set only one time cost (by "cost:" rule and no "tuUse"), but second attack type spawns by unknown way.

77
Resources / More animation in TFTD terrains
« on: September 15, 2017, 03:08:22 pm »
So here i decided to upload some MCD's with improved animation. Right now it is alien ships, alien base level 2 and artifact site MCD.
Just put into "\terrain" folder. Will not work with original TFTD though, only with OpenXCOM.

78
OXCE Support / [Solved] ufo map over the top of other terrain
« on: September 14, 2017, 06:08:03 am »
Dear Meridian,
when we use mapscript command addUfo, it places ufo map and group 1 terrain under it.
Is it possible to put ufo over other terrain block (let's say ruined house or so)? Because if we mark them as group 1, then our craft can use this block too.

79
OXCE Bugs FIXED / [FIXED] Please help with finding crash reason.
« on: July 31, 2017, 04:44:14 pm »
Here is my mod in actual version and savegame. If a player ends turn, something happens and game crashes during alien move with message "Segmentation fault." but no other info. Maybe something missing, but i can not understand what.
Proved for OXCE+ for android(newest release) and OXCE+ from 11.07.2017 (still downloading newest, suppose it will be the same)

Can you please rub my nose in a bug which cause this?

80
Troubleshooting / Small interface bug or feature.
« on: July 19, 2017, 03:02:22 pm »
Hello.
Like i marked in OXCE+ post: https://openxcom.org/forum/index.php/topic,5409.msg85587.html#msg85587
There is an issue with scrollbars in usopedia (TFTD). The scrollbar position is out of main screen, so it become invisible by geoscape scale x1.

81
Released Mods / [TFTD] [Expansion] TWoTS+ Release (v.2.61)
« on: July 07, 2017, 10:47:45 am »
World of (terrifying) silence.
Now with OXCE.
Goal: You ever wondered, where authors of TFTD took all these fancy supersonic submarines and underwater tanks? Yes, this is future (The year 2040, if you forget) but not very far future. I mean, only 16 years left. And we have no such technology, as we dont has it 30 years before. Are we? Well, i tried to explain this a bit. And yes, game became slightly harder.

New content: Over 100 new weapons and items, new crafts and new craft armaments, a lot of new missions (LORE friendly) and 35+ new units (yours and enemies). Many USOPEDIA topics and maps.

Included mods of other authors: "Extended facilities" by Blank. "Moray" by tyran_nick. "Carharodons" by Xops. "More USO" by Blank. TFTD Alt Drills by pWWWa.
Swapped small and very small USO maps, so you dont need to use external mod.
Included new_civilian's TFTD patch.

Strongly recommended mod: Orchestra of the deep by zauberkraut.

Available languages: US english, Russian and Korean.

Download and install:
Modportal page: https://mod.io/g/openxcom/m/the-world-of-terrifying-silence

Changelog:
Spoiler:
v. 2.61
Polishing release:
- Fixed minor bugs;
- Improved some images.
v. 2.60
- Added new map - Yacht (thanks to murkhach@centrum.cz);
- Added new unit - shoggoth;
- Added new items: tactical buoy; fuel tank;
- bio-suits now provide more bonus health;
- slightly improved some sprites;
- minor bugfixing;
v. 2.59
- New mission type - underwater terror;
- new events;
- Minor bugfixes.
v. 2.58:
- Fixed SWS spawn for OXCE v.7.9.6 or higher.
v. 2.57:
- Defensive facilities are now upgradeable. Torpedo-gauss-sonic-pwt can be built on top of previous;
- A knife has been nerfed again;
- minor bugfixing;
- OXCE 7.9 compatibility;
v. 2.56:
- new facility - headquarters (also prison for humans);
- new item - zrbite lamp;
- Improved some sprites;
- USO maps fixed;
- Fixed Cruise liner placement;
- Fixed the Poseidon tank placement;
- Fixed the Triton/Poseidon colors;
- Fixed some ufopedia typos;
- Slightly balanced;
- minor bugfixing.
V 2.52
- fixed 2x2 spawn in USO;
- fixed acid torpedo manufacturing;
- fixed knife/vibroknife balance;
- fixed missing USOPedia article;
- fixed Paladin stripping;
- fixed map CTD in martian battleship mission;
- fixed minor bugs;
V 2.51
 - Added new suit - sailor vest;
 - fixed minor bugs;
 - prepared for newest OXCE (current - 7.5.3);
 - added Korean language.
Due to bad internet connection:
 - removed additional music, recommended to use mod "Orchestra of the deep";
 - now in archive is only mod, without OXCE;
V 2.50
 - Added functional acid damage. Now acid does damage over time. Direct weapon power was nerfed.
 - Moved shard weapons down through tech tree. Now only any commander interrogation is needed to research and use them;
 - Added sprite change for human-made weapons when it have no ammo;
 - Added 3 hint pages to Usopedia;
 - Fixed a pair of small bugs;
 - Fixed some typos.
V 2.49
 - nothing new, just minor bugfixing;
 - updated to OXCE 7.0.
V 2.48
- Upgraded to OXCE 6.6.1;
- Fixed crash on martian battleship map;
- added wonderful orchestra music by zauberkraut.
V 2.47
 - minor bugfixing.
V 2.46
 - added new weapon, acid pistol;
 - now small retaliation USO must bombard your base instead of assault (not checked);
 - increased range of microtorpedo launcher;
 - minor bugfixing;
V 2.45
 - Fixed Triton map;
 - Fixed holes in some of USO's roofs;
 - Fixed Cargo ship civilian placement;
 - Added feature: geoscape events;
 - Fixed alien fighter hunt behavior, nerfed his shooting frequency;
 - minor fixes;
V 2.40
- enabled bughunt mode after turn 20;
- enabled radar circles over hunter-killers;
- Various minor bugfixes;
V 2.39
 - Now all units have inventory images, and let no one go offended;
 - New shield level indicator - when unit is hit, flash message shows shield left;
 - minor fixes;
 - OXCE 6.4 used.
V 2.38
 - Fixed Poseidon map;
 - Fixed/rebalanced melee time costs and aim;
 - Fixed drone sounds (checked);
 - Rebalanced Sonic Oscillator;
 - Now Oscillator and Ion craft cannon require ammo;
 - New loot - neurointerface components;
 - Now one mag.navigation needed to produce 4 gauss pistols or 2 rifles;
 - Mag. navigation manufacturing;
 - Minor fixes;
 - Newest OXCE used.
V 2.37
- Cormorant now have 2 harpoints for cannons;
- Fixed shard weapons(armor damage, no more armor piercing, proper rifle name, proper sell costs and recovery points);
- Fixed melee weapons TU cost;
- new sounds for drones;
- more space for large storage and large quarters;
- minor balancing.
V 2.36
- Added new tier of alien weapons: shard guns;
- Added new craft weapon - aquaplastic cannon;
- Added recycling of termal shock bombs and pvt rounds;
- Increased HP of enchanced aquatoids;
- Minor bugfixing.
V 2.35
- Various minor bugfixes;
- Implemented decreased enemy's TU on the first turn;
- Minor balancing;
- OXCE 6.2 used.
V 2.34
 - Added nev vehicle - Scorpenae;
 - Added armored zombies (from armored soldiers)
 - Some additional images (inventory and background);
 - Decreased crew size of Triton to 12 men or 2 SWS;
 - Global terrain-based environment (e.g. abyss in darkest regions of world ocean);
 - Fixed crypt ruins map;
 - Fixed X-Rifle research;
 - Minor fixes;
 - Stunning improves morale;
 - Newest OXCE 6.1.1 used.
V 2.33f
- Fixed t'leth crash;
- Minor bugfixing;
- OXCE 6.0 used.
V 2.33
 - Biodrone inventory fixed;
 - terrain bugs fixed;
 - changes in T'Leth enemys;
 - minor fixes;
 - OXCE 5.6.2 used.
V 2.32
- Fixed armor MC-defense;
- Fixed T'leth level 2 exit zone;
- New unit - naga honor guard;
- ion armor and ogre shields improved;
- mag-ion armor now calls "mag armor";
- jellymen reaction improved;
- sonic oscillator nerfed even more;
- naga spawn reduced, and additional naga missions stops not after research alien key, but after research naga commander;
- alien key manufacture fixed;
- exosuit now gain additional light in abyss;
- minor fixes, mostly reported by Meridian in his letsplay;
- updated to OXCE 5.6.2.
V 2.31
- Fixed OXCE 5.5 incompatibilities;
- Minor balancing (bio armors, uso speed, gauss resistances, etc)
- Minor fixes (strings, inventory pics, bullet sprites, etc)
V 2.30
- Fixed MC Battlearmor special weapon;
- Added ALL units armor overview in USOPedia;
- Included wonderful pWWWa's "Alt Drills";
- Reworked some USOPedia pages;
- Improved russian texts;
- Minor fixes.
V 2.29.1
- Fixed inv pics. Again.
V 2.29
- Added new USO interiors by Blank;
- Added soldier transformations to cyborgs and MC-shielded ones;
- MC-shielded aquanautc MC-strength increased;
- rebalanced a few things;
- defined names for craft weapon slots;
- Fixed new music;
- Fixed island civilian spawn;
- minor fixes;
- suited for OXCE 5.5. And exactly this version is used.
V 2.28.1
 - fixed new armor invs.
V 2.28
- added new inventory pics (64 of them) for ALL armors;
- added some music;
- added new SWS: scout drone (for surface recon);
- increased value of civilian lives;
- diver knife do less damage to armor;
- rebalanced USO mission chances;
- rebalanced alien item levels;
- randomised mission spawn time;
- mindworms attack nerfed;
- fixed Outcast bugs;
- fixed missing strings;
- fixed music in excavation;
- minor fixes;
- OXCE 5.4.1 used.
V 2.27
 - added new alien weapon: Cocoon;
 - fixed hazmat armor (again);
 - fixed outcast unit spawn;
 - fixed mindworm melee invulnerability;
 - fixed poseidon unit placement;
 - minor fixes;
 - newest OXCE used.
V 2.26
 - Fixed barge map, so foot units wont fall off the barge;
 - Fixed aquanaut corpses recovery;
 - Fixed sometimes-critical error with sunken ufos;
 - Fixed russian translation for new OXCE rules;
 - Special to Meridian: added possibility to repair Paladin armors;
 - Minor fixes.
V 2.25
 - fixed alien lab level 1 map;
 - fixed Naga temple map;
 - added new enemy: Church outcast;
 - added new item: alien clip;
 - added special desriptions for special missions alert (deep missions warning);
 - minor fixes;
 - used nevest x64 OXCE build.
V 2.24
 - Fixed Ufopedia entry about high pressure;
 - Fixed holes in Leviathan;
 - Small rebalance of Zrbite ammunition and Magna-Pack;
 - Minor changes in mission scripts;
 - Minor bugfixing;
 - Newest OXCE build.
V 2.23
 - fixed ion armor;
 - newest OXCE build used;
 - added new item - bubble.
V 2.22
 - added new rare item: handheld mc-shield;
 - improved routes of many normal maps, focused on floating units;
 - increased weight of explosives;
 - minor changes in enemy resistances;
 - fixed Usopedia order;
 - fixed small bugs in research;
 - minor bugfixes;
 - newest spellcheck from long6oarder included.
V 2.21
 - fixed hole in triton/poseidon;
 - fixed officer laser pistol accuracy;
 - fixed item categories;
 - fixed facility moving price;
 - fixed human corpses size;
 - increased weight of plasma cannon;
 - small fixes;
 - added two help articles in USOpedia about hotkeys;
 - new background in some mission briefings;
 - seaman now called fishfood. (by Meridian);
 - newest english text redaction. (by long6oarder).
V 2.20
 - fixed abandoned crypt map, terrain and text strings;
 - different directions for P8M deployement;
 - added a pair of ufopedia articles;
 - newest OXCE build used.
V 2.19
 - fixed shock mechanic;
 - fixed a pair of text strings;
 - minor fixes;
 - new Poseidon appearance, Triton sprites are also updated (minor fixes);
 - newest OXCE build used.
V 2.18
 - minor fixes;
 - naga sorceror fix;
 - decreased chances for alien biolab to spawn;
 - new english translation by long6oarder;
 - proudly present to you: new TRITON appearance, gratefully stolen from Carlos Cabrera (original art: https://img00.deviantart.net/2777/i/2010/060/d/4/xcom_fanart_by_artbycarlos.jpg)
V 2.17
 - fixed x-com base spawning nodes;
 - added new armor - carapace;
 - added new weapon - plasma gun;
 - added new manufacture projects - repair/decompose broken armors;
 - experimental - added large polyphs to jellymen base;
 - newest oxce+ build used, thanks to Meridian;
 - MC-armors now use special weapons.
- Also cyborg names now have 'CS' prefix.
V 2.16
 - nerfed polyph TU. Expect less reaction fire.
 - improved hellcrab resistances;
 - added shields to all Freaks;
 - implemented sniping mechanics;
 - implemented spray fire mechanics;
 - implemented ability to cease alien missions by shooting down uso;
 - implemented ability to regain lost country;
 - decreased infiltration chances even more;
 - all ion weapons now have 10% armor piercing;
 - added ufopedia articles about game mechanics;
 - mc-controller now lose aim due to range (maybe need to balance);
 - mc-focus lose power;
 - decreased zrbite portion per accelerator (to 20 units);
 - added missing thermalvision to armors;
 - fixed bug with T'leth third stage;
 - some options made unchangeable;
 - modified darts sprites to better type visibility;
 - minor bugfixing;
 - newest OXCE+ used.
V 2.15
  - fixed bug with needler movement;
  - fixed bug with hazmat suit torso;
  - fixed bug with final mission research;
  - fixed bug with ion rifle disassembly;
  - changed alien infiltrations. They will spawn rarely, use smaller crafts and finish faster. Please try and provide feedback. Remember: if last craft is landed, infiltration counts as succeded.
  - changed alien key research. Now you can produce new one, if the first one was lost;
 - some more unnamed bugfixes.
V 2.14
 - Fixed second stage map bug (excavation site and ancient dungeon);
 - Fixed/changed biodrone research;
 - Fixed missing music;
 - Now you can recycle alien ammunition for zrbite.
 - New armor: Ogre (2x2) with integrated weapons.
 - Replaced weapons between Ogre and Cyclop;
 - new image for advanced medikit;
 - shielded USO have modified interception pics;
 - minor fixes;
 - newest OXCE+ build used.
V 2.13
 - Another critical bug fixed. Now Freaks spawns properly.
 - MC battlearmor animation fixed.
 - Some other fixes.
 - Research and manufacture slightly changed due to balancing.
V 2.12
 - critical bug fixed, noe you can win the game. I hope...
 - many small bugs are fixed too, including advanced bio armor.
 - added two new USO, both with shields (for late game). Maps are stolen and then reworked. :)
 - reworked tech tree.
 - balancing
 - newest OXCE+ build.
V 2.11
 - Major bugfixing, including critical bugs.
 - added new weapon - vibro knife
 - Triscene now have fire weapon
 - research tree has been changed slightly, one major thing - you need to destroy one alien base or artifact site to build one transmission resolver.
 - added two buildings - Naval control center and transmission nexus.
 - minor rebalancing
 - rebalanced manufacturing costs.
 - newest OXCE+ used.
V 2.10
 - bugfixing.
 - added equipment - chemical neutralizer.
 - fixed new animation of static units.
 - newest spellcheck applied.
V 2.09
 - new item: biogel injector.
 - new facilities: medbay, regeneration bay.
 - finished sprites for hybrid armor and advanced bionic armor.
 - rebalancing.
 - more bug fixes.
V.2.08
 - Fixed crash in willage.
 - Fixed stun darts
 - Fixed corpse names and some other strings
 - Spellcheck by long6oarder
 - Minor bugs fixing
 - New armor - advanced biosuit, sprites of hybrid armor changed, ufopedia picture is in progress.
V.2.07
 - newest version of OXCE+, all praise Meridian!
 - Hunter-Killers will drown your subs, if you will be not cautious enough.
 - A whole new quest arc added: The Jellymen. With new missions, new units, new weapons and new USO. Easter eggs included.
 - Stingray can now land for small assaults (still 2 crew members)
 - many upgraded Ufopedia pics, some new pages too.
 - fixed bugs with upgraded aliens capture.
 - fixed some other bugs (may forget the list after two monts)
 - maybe something more was added, but i can not remember.
 - special thanks to ohartenstein23 for animated torso script.
V.2.06
 - Fixed broken routes in suken galleon map.
 - Fixed naga sorceror capture.
 - Fixed hazmat armor production.
 - Maybe fixed a bug in mutant maps, at least i hope so.
 - Angler craft renamed to Mako.
 - Fixed Mindworms usopedia articles.
V.2.05
++Fixed facilities building
++Improved English translation, thanks to long6oarder.
 - Archive contains full packgage. Just unrar and copy original TFTD files into "TFTD" folder.
 - Added 4 new races with new units and their own terror units.
 - Added 9 (or close to that) new weapons.
 - Added new armors, including shielded ones.
 - Some alien units also gain shields.
 - Added 5-6 types of missions, like alien floating barge and defense of military base with the help of soldiers.
 - Multiple rebalancing changes. Like lobsterman has more armor and less health.
 - Many ufopedia pics.
 - Many changes in research tree.
 - Multiple fixes.
 - Improved english translation, thanks to long6oarder.
 - Graphic updates: animated terrain, fixed "artifact site" groundblocks, etc. Also added previews for armor and SWS in craft equipment screen.
V.2.03
 - added hazmat armor;
 - added sonic sniper rifle;
 - added small barracks called outpost, for your interceptors pilots;
 - added craft weapon - Nuclear torpedo;
 - fixed facilities sprites;
 - fixed vanilla alien deployement in xcom base attack;
 - fixed melee weapons (error "no ammunition loaded");
 - behavior of some units changed to leeroy jenkins;
 - minor fixes.
V.2.02
 - added missing strings for OXCE+;
 - fixed knife damage type;
 - fixed hook ufopedia;
 - fixed stun grenade sprite;
 - fixed russian translation.
V.2.01
 - small bugfixes in research tree and usopedia order;
 - mutants now armed with shotguns;
 - medikit requires SORESO database now.

Which help is needed: Thanks to all.

And as with any mod, please report about bugs.

Thanks: to openxcom authors for brilliant game; to Yankes for powerful OXCE and to Meridian for even more powerful OXCE+, to Solarius Scorch for priceless help, to long6oarder for spellcheck, to ohartenstein23 for script help, to artbycarlos for great triton fanart, to zauberkraut for wonderful music, to new_civilian and other modders, from whom I borrowed something.

82
OXCE Support / [Answered] Not spawning soldiers in forbidden armors
« on: July 05, 2017, 06:57:25 pm »
Hello again.
Small question, dont know about OXCE or OXCE+ it is.

If we want our units to change their armor we use
Code: [Select]
startingConditions:
...
    defaultArmor:
      STR_SOLDIER:
        STR_NONE_ARMOR_UC: 100
    allowedArmors:
      - STR_MAGNETIC_ION_ARMOR_UC
So all except mag-ion will transform.
But if we dont want units in other types of armor to spawn at all, what we do?

83
Released Mods / [TFTD] [Expansion] TWoTS Release (v.1.08)
« on: February 16, 2017, 07:00:25 pm »
World of (terrifying) silence.

Goal: You ever wondered, where authors of TFTD took all these fancy supersonic submarines and underwater tanks? Yes, this is future (2040 year, if you forget) but not very far future. I mean, only 24 years left. And we have no such technology, as we dont has it 24 years before. Are we? Well, i tried to explain this a bit. And yes, game became slightly harder.

New content::  23+ new items, 4 new crafts, 6 new armors, 14 new enemys, new HWP's, new LORe-friendly missions (no spoilers), some ammunition and many ufopedia topics.

Almost all items now are useful, including alien techs like cloning or cryogenics.

Included "Extended facilities" by Blank. Included "Moray" by tyran_nick. Included "Carharodons" by Xops.
Swapped small and very small USO maps, you dont need to use external mod.


Available languages: US english and Russian.

Download and install:: Link: Version 1.08 MediaFire 
You need openxcom nightly version 2016_11_27_1647 or later, if you want full compatibility. But not necessary.

Migration to OXCE+ is in plans.

This mod is completed and i dont planning to add something more. But if you give good idea - why not?
I want to redraw some usopedia pics when i got free time... IF i got free time.
Recommended options: Ufo Extender Accuracy - true.
Which help is needed: This mod really need spellcheck. If anyone want to correct english texts - i will appreciate it.
And as with any mod, please report about bugs.

Thanks: to openxcom authors for brilliant game; to Solarius Scorch for priceless help; to new_civilian and other modders,from whom I borrowed something. And to Giperborea for help in decisions.

Changelog:
Spoiler:
Version 1.08:
 - Fixed bioflare manufacturing;
 - Fixed patrol uso;
 - Small fixes.

Version 1.07:
 - Fixed carcharodon research;
 - Fixed guided torpedo manufacturing;
 - Fixed russian translation.

Version 1.06:
 - Fixed carcharodon spawning;
 - Fixed some ufopedia articles.

Version 1.05
 - changed (fixed) manufacture requirements;
 - added ufopedia pics for fighter\patrol USO and mutations;
 - slightly changed battlescape interface buttons size (not visible, only pressable);
 - fixed T'leth research;
 - fixed URBANISLE map crash;
 - added XOps's Carharodons;
 - small nerf of ion armor.

Version 1.04
 - fixed church temple spawning and deployement;
 - fixed alien reanimation research;
 - added missing strings;
 - minor fixes.

Version 1.03
 - fixed live alien recovery (third try, including naga, polyph and freak);
 - fixed broken ufopedia articles: sonic tech, alien cruise;
 - slightly nerfed gas cannon ap ammo and buffed supercavity harpoons;
 - fixed zrbite ammo research.

Version 1.02:
 - Fixed crash with tasoth soldier/squad leader research.
 - REALLY fixed issue with corpses recovery. :) (including cultists)
 - Fixed melee hit animations.
 - Added missing text about mutant interrogation.
 - Fixed bug with dartgun stun clip.

Version 1.01:
 - Fixed bugs with items recover, including mutant corpses not spawning in geoscape. (and occasionally other items)
 - Added two introduction articles in ufopedia, explaining why we are here and where is flying plasmathrowing supertanks.
 - Fixed bug with paladin armor recycling.

84
Work In Progress / SoldierNames. Again.
« on: February 16, 2017, 02:27:16 pm »
So, can i somehow add a prefix to the soldier name, based on the soldier type? Or postfix... I looked into statstrings, but it looks like this can not be used there.
Now i created 3 different new soldiernames folders(one for each new type), but it looks ugly.
Thanks.

85
Work In Progress / Please, help to choose graphic.
« on: February 03, 2017, 06:05:59 pm »
I can not choose myself which type of helm to use with new Bionic (e.g. biological-styled) TFTD armor. Which variant you like more:

86
Work In Progress / Show determined ufopedia topic.
« on: January 23, 2017, 02:21:24 pm »
Well .. Suppose we have research project "tech1", and set of ufopedia topics from different categories, depending from this research: " craft weapon1", "equipment2", " tech1".
As i see, we will always got "craft weapon1" shows up when research completed. Even if we use:
Code: [Select]
lookup: tech1 No matter.
But. If " tech1" is in same category with "craft weapon1", then we got it right.
 Am i right?

87
Work In Progress / Mission generation question.
« on: January 17, 2017, 11:05:19 am »
Please explain me a thing about missions:
When we use missionscript to spawn an alien probe mission, in first month (script gameStart), this kind of missions can be spawned also separately, by globe, regions, and so on? And if yes, how can i define "firstMonth" for all UFO missions?
And if no, so why there is no missionscripts for all other UFO missions?

88
Work In Progress / Add item on map.
« on: January 13, 2017, 02:51:47 pm »
Hello.
Question: is there a way to add item to the battleground while generating map, other than create ufo-looking-like-terrain? Or else is there a way to mark these ufo on the globe as terror site (special mission)?

89
Work In Progress / Surface region.
« on: January 08, 2017, 06:14:31 pm »
Hello. Give me an advice, please. If i need region in tftd, corresponding to land(continents), should i write it from the blank list, or maybe i can take it from somewhere? Maybe from XCOM1?

90
Work In Progress / Mapscript question
« on: December 30, 2016, 04:03:46 pm »
I really dont understand how all the mapscripts works? but its okay.
For now, i can not understand how to put flat mapblocks under xcom craft.
For example, tftd island terror:
Code: [Select]
  - type: ISLAND_TERROR
    commands:
    - type: addBlock
      size: 2
      groups: 2
      rects:
        - [0,3,5,2]
    - type: addBlock
      size: 2
      groups: 3
      rects:
        - [0,3,5,2]
    - type: addBlock
      groups: 4
      rects:
        - [0,4,5,1]
    - type: addCraft
    - type: addBlock
      size: 2
      executions: 4
    - type: fillArea
First three commands putting shoreline, then goes craft, then 4 times big blocks, then just filling the rest area. How a craft become on the flat?

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