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Messages - Wolfstarr

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16
Help / Re: HWP 1x1 Unit won't kneel :(
« on: December 17, 2018, 01:26:32 am »
Hi Yankes,

I've tried drawing routine 0 and leaving it blank so it defaults to the solider one.

I've also tried changing the movement type to a non flying one to see if works but can't do it as a unit ... I'm wondering if it only works as an actual soldier rather than a 1x1 HWP unit.

17
Resources / Re: SideQuests Sprite Rips :)
« on: December 17, 2018, 01:23:06 am »
Another from scurge hive, slightly too big again to go in the game. Some sort of flying thing.

18
Resources / Re: SideQuests Sprite Rips :)
« on: December 17, 2018, 01:17:16 am »
Next up is something I thought would look cool but alas is too big for the game :(

Is a spider robot thing from scurge hive on the game boy advance.


19
Help / Re: HWP 1x1 Unit won't kneel :(
« on: December 16, 2018, 11:11:30 pm »
Try to add string
Code: [Select]
allowsKneeling: trueto the armor rules.

Thanks Nord ... I just tried it and still doesn't switch the sprite :(

Any other suggestions?

EDIT: Think it is disabled on Aliens / HWP's :( from this thread - https://openxcom.org/forum/index.php?topic=5623.0

20
Would love to be able to config different flying sounds for units depending on whether they are flying or walking :)

21
Help / Re: Custom Animation Scripts
« on: December 16, 2018, 02:57:33 am »
That rotation one is brilliant lol :)

Wish I was more skilled in this area!

22
Help / HWP 1x1 Unit won't kneel :(
« on: December 16, 2018, 02:56:47 am »
So I'm working on a soldier sized HWP unit (robot) but when I select the kneel prompt when testing it won't switch to the kneel sprite and remains standing.  In order to test this out I've used the sprite for standard flying armor to see if I can get it to work.  I'm using the latest version of openxcom extended.

I've looked over other mods and tried a couple of tweaks to the ruleset but alas nothing :(

Any light people could shed on this? (I've attached my ruleset)

Thanks in advance!

EDIT: I've attached a sheet of what I'm expecting to see, it is a modified solder routine with only the legs animated so I can use the kneeling and flying states separately.  The flying bit works fine its the kneel state that isn't.

23
Help / Re: Different move sounds for Flying / Walking?
« on: December 16, 2018, 02:52:30 am »
That would be ideal reaver! :)

24
Work In Progress / Re: Mass Looters
« on: December 02, 2018, 12:32:33 am »
Found 3D models online (ripped from the game, as far as I know). Posed and rendered them in Blender (9 frames of walking, 8 cameras). This is why they look blurry.

Two more sets of battlescape sprites.
Note: the gray contour is a downscaling artifact introduced by this site. If you look at the full-sized sheets, there's no contour.


And some animations.

Nice work :)

What script did you use to do this?

25
The X-Com Files / Re: The Thing arc
« on: November 29, 2018, 05:56:56 pm »
Scorch have you seen the game audio files for “The Thing” Pc game? - think I saw them on the sounds resource website.

Interestingly I saw the game for the original Xbox for a £1 recently so picked it up to enjoy some point ... when I’m not modding OXC  :)

26
The X-Com Files / Re: The X-Com Files - 0.9.6: Tales of The Abyss
« on: November 29, 2018, 05:54:28 pm »
Don’t forget I posted some spider frames in the resources section that would fit the HWP frame :)

Edit: in the zip file here :) - https://openxcom.org/forum/index.php/topic,6719.0.html

27
Help / Re: Noob Mod creator
« on: November 27, 2018, 11:34:02 pm »
As a fellow N00b ... start small and work your way up to something, plan out what you want to achieve and test regularly! :)

I use notepad++ myself so can second that!

28
Help / Re: Different move sounds for Flying / Walking?
« on: November 25, 2018, 01:51:08 pm »
Thanks All :)

You may have seen what I’m trying to achieve on the WIP thread, I have a HWP robot that changes into a plane when it is flying so want a servo sound to play when walking and a jet style sound to play when airborne.  I tried using flyingSound in vars.rul but doesn’t seem to be working :S

Is there a way to run a unit script or something for the actual unit to change the sound?

29
Work In Progress / Re: [WIP] X-Com: Nemesis
« on: November 25, 2018, 03:16:52 am »
Thanks for comments all :)

Next up is a another slightly conceptual test ... the Phalken Combat Droid.

The sprite is ripped from the SNES game Metal Marines (posted here before but re-ripped by myself) and another from Xeno Operations (I think), I used the soldier routine to put the entire sprite in the legs animations only so that when the unit goes into flying mode it totally transforms into a jet! How I wish I could use the transformers sound effect here :) Only thing I haven't figured out yet is to change the sound when flying to a jet one as still sounds like a robot servo.  Tried using the vars.rul and can't seem to make it work :S Any tips.

Here it is in action ...


P.S. You may recognise the enemy as the Xenovore ... I commissioned a sprite artist a while back to convert the chrysallid sprite into one inspired by the xenomorph using the old conceptual images as a form of reference.  The sprite sheet for the Xenovore is referenced here - https://openxcom.org/forum/index.php/topic,5539.msg84521.html#msg84521.

30
Work In Progress / Re: Beginner Modding Help?
« on: November 24, 2018, 02:56:40 pm »
Can absolutely say that dismantling an existing mod is the best way to learn :)

Also start small like just one item and then build up from there!

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