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Messages - ohartenstein23

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16
40k / Re: 40k
« on: February 20, 2022, 06:53:39 pm »
Version 032 up on the mod.io page. Enjoy!

17
There is no "on walking" script hook, but you could give the armor a ridiculously high bonus to total energy and full energy recovery every turn to simulate movement's energy cost not mattering.

18
Suggestions / Re: Ability to autoshoot in a line as one shot
« on: January 22, 2022, 04:18:50 am »
You can somewhat simulate they behavior you want by creating a "shotgun" with minimum spread. The UAC rifle in Piratez and XCF do this, and 40k's melta uses it to simulate a continuous beam weapon.

19
Help / Re: SpecialWeapons Question
« on: January 15, 2022, 10:00:59 pm »
"Special Weapons" are just another way to access a weapon that isn't placing a gun in a soldier's hand. To get them to appear, you need:

  • To define the weapon as a specialWeapon on either an armor or on a unit for HWPs
  • To add specialIconSprite or specialUseEmptyHand on the weapon's item definition

20
Suggestions / Re: hit angle and armor side
« on: November 18, 2021, 02:11:32 pm »
Using a different armor value for explosions is possible using OXCE scripts, but in most conditions the under armor will only be hit when an explosion is centered on a unit or on an adjacent tile, making it a pretty good estimate of "explosion defense".

21
Tools / Re: World Editor request
« on: October 18, 2021, 04:27:42 pm »
I considered making an editor for globe data, but given how little time I've had to finish the map editor, it's not going to happen anytime soon.

22
40k / Re: 40k Bug/crashes/problem´s report
« on: August 18, 2021, 02:28:53 am »
Are you keeping the older version of the mod in the same folder? Even the .zip files can mess up the mod if left in the same folder.

23
40k / Re: 40k Bug/crashes/problem´s report
« on: August 17, 2021, 03:09:32 pm »
You should also remove/sell the STR_TACTICAL_CARE_PACKAGE from your base stores, those were only for getting some initial gear in earlier versions and are now deprecated.

24
40k / Re: Mind Control?
« on: August 16, 2021, 02:35:00 pm »
Mind control was removed from Librarian powers in favor of other abilities.

25
40k / Re: 40k Bug/crashes/problem´s report
« on: August 16, 2021, 02:34:08 pm »


Encountered a crash on both saves (same world) on Feb 8th. No clue what's happening, but I can't seem to avoid it.

Try updating to the latest version of the mod, 030.

26
40k / Re: 40k future plans and Work in progress / Suggestions
« on: August 11, 2021, 12:35:47 am »
Assault bolters, if bulletdesigner made them work like storm bolters, are nearly the mathematical equivalent of firing two standard bolts that hit the exact same spot. We tried other methods of firing two bolts instead of one, but none of them quite satisfied how we wanted them to behave. Just think of them as firing two shots that follow the exact same trajectory for expected damage.

27
40k / Re: 40k future plans and Work in progress / Suggestions
« on: August 10, 2021, 03:30:50 pm »
There are intentionally few linear weapon upgrades. Most weapons you research are more about opening up more tactical options. What you think is useful is related to your playstyle - I've heard players say they fully switch to plasma as quickly as they can, others love abusing the terrain destruction of meltas, and some throw as many powerfists as possible.

If you found weapons you enjoy and didn't use the same one gun for everyone the entire campaign, then it's working the way we intended.

28
I do have some .bashrc aliases, but I don't use them much since I do some dev work on the executable. For mods that use the drop-down at the top of the mods menu, e.g. "master" mods like 40k, XCF, and Piratez, they create a separate folder within "user" so you don't have to worry about save file names between them.

29
I similarly run multiple mods on Ubuntu, I put a single installation under my home folder that also contains OXCE's user/mods and config folders. That is, everything OXCE is all in one directory. Then I just run the program with different command line options:

Code: [Select]
./OpenXcomEx -user "./user" -config "./config" # for UFO
./OpenXcomEx -user "./user" -config "./config_40k" # for WH40k
./OpenXcomEx -user "./user" -config "./config_xcomfiles" # for X-Com Files
# ... etc.

30
OpenXcom Extended / Re: [Documentation] [Feedback] Map Editor
« on: August 03, 2021, 04:50:16 pm »
Well, to me would be good any kind of solution - when changing tile, or even with hitting some button to calculate shades, and in that mode you can't edit the map, just observe it. Could be a new mode together with tile/nodes. Any solution would better than saving map, moving it from save to mod, closing and reopening the game and launching battlescape.

Updating whole map lighting on changing a tile is a slowdown that I don't want to introduce into the editor. I will have an option to better preview the map in the future without needing to load it into a mod.

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