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Topics - The Martian

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106
When the weapon's projectile explodes it still produces smoke from the explosion even though I've set SmokeThreshold: to the high value of 99999.

Am I misunderstanding how SmokeThreshold: operates?

Does it not increase the tier of smoke on the struck tile by the number of times the weapon's impact power can be divided into the SmokeThreshold: value?


SmokeThreshold:    How much damage is needed to create smoke on a tile.

Here is the code I'm working with:
Code: [Select]
  - type: STR_MA_EXAMPLE_WEAPON
    requires:
      - STR_ADVANCED_LASER_WEAPONS
    size: 0.3
    costSell: 61000
    weight: 1
    bigSprite: 602
    floorSprite: 631
    handSprite: 2464
    bulletSprite: 1
    fireSound: 123
    hitSound: 0
    hitAnimation: 0
    power: 10 # Was 75
    damageType: 3
    damageAlter:
      ToHealth: 0.1
      ToWound: 0.1
      RandomWound: false
      ToStun: 0.0
      ToTile: 0.05
      SmokeThreshold: 99999
      FixRadius: 3
    damageBonus:
      flatHundred: 1.0
    accuracyAimed: 84
    tuAimed: 44
    accuracyMultiplier:
      firing: 0.0
      throwing: 1.0
    clipSize: -1
    battleType: 1
    twoHanded: false
    invWidth: 1
    invHeight: 1
    attraction: 9
    arcingShot: true
    confAimed:
      shots: 1
      name: STR_MA_EXAMPLE_SHOT_NAME
      ammoSlot: 0
      arcing: true

107
Help / What is the maximum number of different aliens per-battle?
« on: October 28, 2019, 07:55:30 am »
(Question)
I'm currently reading the alienRaces: section of the UFOpaedia, am I correct in my assumption that members: controls which aliens are able to be found in a battle making the max different types of alien units per battle 8?

Alien crew associated with this alien race (e.g. race units + terrorist units), defined by a list of unit string IDs. Order here will define rank in terms of deployment. Generally speaking the order is:

    0 - Commander
    1 - Leader
    2 - Engineer
    3 - Medic
    4 - Navigator
    5 - Soldier
    6 - Terrorist 1
    7 - Terrorist 2

but of course, not all races have all ranks, so the "fill in" rank would be listed multiple times (see Ethereals).

Edit:

If I am understanding correctly membersRandom: (OXCE) can be used to drastically expand this by making each members: slot pull from a different list of potential enemies each time one is placed.

Alternative to members. Instead of defining just a single unit type per alien rank, you can define any number of unit types here and one will be chosen randomly (each time a new unit is generated). To increase a chance of a certain unit type being selected, you can add it multiple times.

So in OpenXcom the limit would be 8 but in OXCE the limit is much higher.

108
OXCE Support / [Solved] How is "nameAsAmmo" used?
« on: October 28, 2019, 12:50:14 am »
I noticed a variable called "nameAsAmmo" in the UFOpaedia "Ruleset Reference Nightly > Items > Naming, Categorization and Storage" section.

Unfortunately a search of the forum for information on the use of nameAsAmmo came up empty.

Could someone please explain its use and the syntax required to code it into an entry in the items: section?


I'm hoping that meaning of the variable's description "Extension for the name of weapons loaded with this item as ammo." is that you can store a second string of text in it which is added to the end of the text for the equipment the ammo is loaded into.

Example images of how that would be useful are attached to this post:


109
OXCE Support / [Solved] (OXCE) Error when loading custom bullet sprites?
« on: October 23, 2019, 07:37:28 am »
I'm trying to add custom bullet sprites however I'm encountering an error when starting OXCE.

So far I've added the images to the extraSprites: section and that appears to load without displaying an error. However when I assign the index for bulletSprite: in the items: section I get the following error:

Quote
"ERROR: failed to load 'Bullet Example'; mod disabled
Error for 'STR_EXAMPLE_WEAPON': offset '875' exceeds mod size limit 57 in set 'Projectiles'

Here is the code for the extraSprites: section:
Code: [Select]
extraSprites:
  - type: Projectiles
    height: 3
    width: 65
    subX: 3
    subY: 3
    files:
      385: Resources/Bullet_Sprite_Example/Bullets/BlueHeavyLaser_bullet.png
      420: Resources/Bullet_Sprite_Example/Bullets/BlueHeavyLaser_bullet.png
      455: Resources/Bullet_Sprite_Example/Bullets/BlueHeavyLaser_bullet.png
      490: Resources/Bullet_Sprite_Example/Bullets/BlueHeavyLaser_bullet.png
      525: Resources/Bullet_Sprite_Example/Bullets/BlueHeavyLaser_bullet.png
      595: Resources/Bullet_Sprite_Example/Bullets/BlueHeavyLaser_bullet.png
      630: Resources/Bullet_Sprite_Example/Bullets/BlueHeavyLaser_bullet.png
      665: Resources/Bullet_Sprite_Example/Bullets/BlueHeavyLaser_bullet.png
      700: Resources/Bullet_Sprite_Example/Bullets/BlueHeavyLaser_bullet.png
      735: Resources/Bullet_Sprite_Example/Bullets/BlueHeavyLaser_bullet.png
      770: Resources/Bullet_Sprite_Example/Bullets/BlueHeavyLaser_bullet.png
      805: Resources/Bullet_Sprite_Example/Bullets/BlueHeavyLaser_bullet.png
      840: Resources/Bullet_Sprite_Example/Bullets/BlueHeavyLaser_bullet.png
      875: Resources/Bullet_Sprite_Example/Bullets/BlueHeavyLaser_bullet.png



Here is the code for the items: section:
Code: [Select]
items:
  - type: STR_EXAMPLE_WEAPON
    size: 0.2
    costSell: 36900
    weight: 8
    bigSprite: 1
    floorSprite: 1
    handSprite: 0
    bulletSprite: 875
    fireSound: 1
    hitSound: 1
    hitAnimation: 1
    power: 60
    damageType: 4
    accuracyAuto: 46
    accuracySnap: 65
    accuracyAimed: 100
    tuAuto: 34
    tuSnap: 25
    tuAimed: 50
    clipSize: -1
    battleType: 1
    twoHanded: true
    invWidth: 1
    invHeight: 3
    attraction: 9
    listOrder: 3725

I'll also attach to this post a small example mod containing the above code that reproduces the error message.

110
After defeating the last alien a prompt appeared with the following message:
Quote
Mission complete

1 of us is still fatally wounded

End Mission?

(Question 1)
What is the negative in successfully completing a mission while you still have wounded personnel?
(Do they just take longer to heal on the Geoscape or is there an additional penalty?)


(Question 2)
I don't remember seeing this before, is it a feature of OXCE?
(I'm going to feel really silly if this was present in classic X-Com and I've just forgotten about it.)

111

I'm trying to increase the speed that a weapon that uses a X1.PCK explosion animation can fire at, but at the moment the long animation has to finish playing before the next projectile can be fired.

Is there a way to increase/decrease the speed that an explosion's animation plays at?

I've tried using the explosionSpeed: variable on both the weapon and the ammo items, but so far I haven't noticed an increase or reduction in the animations speed.

Is explosionSpeed: only for bullet impacts and a different command is used specifically for X1.PCK based explosion animations?

112
Rejection reason: this is beyond/outside the scope of OXCE


I would be interested in the ability for weapons or ammo to be configured so that on impact the struck unit is afflicted with "Panic", "Berserk" or "Mind Control".

This would preferably be independent of the units morale check and unlike a PSI attack would not be reliant on the attacker or defenders psionics stats as the effect would simply be 100% certain to occur.


Example weapon that causes struck units to become Berserk:

Code: [Select]
  - type: STR_EXAMPLE_WEAPON
    panicOnHit: false
    berserkOnHit: true
    mindControlOnHit: false
    size: 0.2
    costSell: 36900
    weight: 8
    bigSprite: 0
    floorSprite: 0
    handSprite: 8
    bulletSprite: 6
    fireSound: 11
    hitSound: 19
    hitAnimation: 36
    power: 60
    damageType: 4
    accuracyAuto: 46
    accuracySnap: 65
    accuracyAimed: 100
    tuAuto: 34
    tuSnap: 25
    tuAimed: 50
    clipSize: -1
    battleType: 1
    twoHanded: true
    invWidth: 1
    invHeight: 3

113
Help / Panic, Berserk or Mind Control on projectile hit
« on: October 15, 2019, 02:17:56 pm »
I'm hoping that there is a way to have a weapon or ammo type that causes a unit struck by its projectile to suffer the "Panic", "Berserk" or "Mind Control" effect without lowering the units moral.

So basically the effect itself is triggered independently of the units Morale check.

Perhaps an items: variable something like this:
- panicOnHit: 1
- berserkOnHit: 1
- mindControlOnHit: 1


After looking over the
UFOpaedia's Ruleset Reference Nightly I didn't notice any commands to perform this action, is it possible?

114
Help / Alien use of ammo: AI can use additional ammo slots?
« on: October 08, 2019, 12:02:32 pm »
If you define a weapon with multiple ammo slots is the enemy AI able understand and use the additional ammo types?

Or is this strictly a feature for player units?


(UFOpaedia: Compatible ammo and Action Mapping)
Code: [Select]
- type: STR_WEAPON_WITH_4_AMMO_SLOTS
   ammo:
     0:
       compatibleAmmo: [ STR_AMMO_1, STR_AMMO_2 ]
       tuLoad: 5
       tuUnload: 2
     1:
       compatibleAmmo: [ STR_AMMO_3 ]
       tuLoad: 10
       tuUnload: 4
     2:
       compatibleAmmo: [ STR_AMMO_1, STR_AMMO_4 ]
       tuLoad: 10
       tuUnload: 4
     3:
       compatibleAmmo: [ STR_GRENADE ]
       tuLoad: 20
       tuUnload: 8
Code: [Select]
- type: STR_RIFLE_WITH_A_GRENADE_LAUNCHER
   confAimed:
     shots: 1
     name: STR_AIMED_SHOT
     ammoSlot: 0
     arcing: false
   confSnap:
     shots: 2
     name: STR_DOUBLE_SNAP_SHOT
     ammoSlot: 0
     arcing: false
   confAuto:
     shots: 1
     name: STR_LAUNCH_GRENADE
     ammoSlot: 3
     arcing: true
   confMelee:
     name: STR_PUNCH_IN_THE_FACE

115
Help / Alien use of ammo: Can they run out?
« on: October 08, 2019, 11:57:11 am »
Do enemy units consume the ammo in their inventory as they fire weapons and reload from their own personal inventory supplies when necessary?

Or do they just have an infinite supply of ammo and only the player is restricted by a units total ammo loaded/carried?

116
Help / Reserved slots on X-Com Craft for HWP?
« on: October 08, 2019, 11:51:03 am »
At the moment if a craft has 8 slots and can carry 1 HWP then these configurations are possible:
. 8 Soldiers 0 Tank(2x2 HWP)
. 4 Soldiers 1 Tank(2x2 HWP)
. 7 Soldiers 1 Dog (1x1 HWP)
<This unit can be found in mods like the Final Mod Pack.>

Is it possible to cause slots on a craft to be "Reserved" so that only a HWP can use them and a X-Com soldier cannot?

For example a craft with 4 HWP slots and 4 soldier slots could only have these configurations:
. 4 Soldiers 0 Tank(2x2 HWP)
. 4 Soldiers 1 Tank(2x2 HWP)
. 4 Soldiers 4 Dogs(1x1 HWP)

I'm hoping this is possible as it would mitigate the superiority of X-Com soldiers over HWP which encourages their disuse.

117
Help / The trainingRooms: variable on Base Facilities.
« on: September 17, 2019, 12:37:31 am »
How does the configuration of the "Base Facilities" variable for trainingRooms: function?

Is it possible to change any of these conditions?

- The specific stat gained.
- The amount of stat gained per training sequence.
- The number of days of training until a stat increases.
- The maximum a stat can be trained by that facility.




(Additional Question)
If configuring the facility to train a specific stat is not possible then which stats are raised by a facility that has the trainingRooms: variable configured?
(All of them but PSI related ones, or just all stats without exception?)

118
OXCE Support / [Solved] (OXCE) Unexpected error on mission start.
« on: September 10, 2019, 10:33:18 pm »
I've encountered an error that locks up OpenXcom Extended.

If you try to run this code make sure you have the program running in a window or it freezes without a method (That I am aware) of closing the program. (On Linux Mint.)

On the main menu I clicked the New Battle button to test the equipment I've been setting up.

The inventory select screen was fine however after I clicked the start button on the mission briefing the game froze.

I tried it again in windowed mode as was able to screenshot an error message.

The odd thing is this section of code was working before, so I'm not sure what has changed.

I've created a small example *.rul fileset with only the code that crashed the game along with the images that I've been using in the resource folder.

I'll also attach the openxcom.log file.

Everything was working fine. As far as I know this section code hasn't changed since I ran is successfully.

The error seems to be centered around the weapon STR_RIFLE_GRENADE, as adding that to the crafts equipment freezes it.

The error message when it crashed read:
"OpenXcom has crashed: Invlid surface set 'BIOGOBS.PCK' for item 'STR_RIFLE_GRENADE': not enough frames"

And in the terminal that I launched
OXCE in the following was written:
"Gtk-Message: 15:09:55.185: GtkDialog mapped without a transient parent. This is discouraged."

Here are the two *.rul files included in Example.zip.


Code: [Select]
items:
# Standard X-Com Weapons - Rifle with Grenade Launcher
  - type: STR_RIFLE_GRENADE
    size: 0.2
    costSell: 2250
    weight: 8
    bigSprite: 279 # Was 1
    floorSprite: 238 # Was 1
    handSprite: 776 # Was 0
    bulletSprite: 2
    fireSound: 76
#    compatibleAmmo:
#      - STR_RIFLE_CLIP
#      - STR_RIFLE_AA_CLIP
    ammo:
      0:
        compatibleAmmo: [ STR_RIFLE_CLIP, STR_RIFLE_AA_CLIP ]
        tuLoad: 5
        tuUnload: 2
      1:
        compatibleAmmo: [ STR_RIFLE_CLIP, STR_RIFLE_AA_CLIP ]
        tuLoad: 5
        tuUnload: 2
      2:
        compatibleAmmo: [ STR_RIFLE_CLIP, STR_RIFLE_AA_CLIP ]
        tuLoad: 5
        tuUnload: 2
      3:
        compatibleAmmo: [ STR_LAUNCHER_FRAG, STR_LAUNCHER_INC, STR_LAUNCHER_SMOKE, STR_LAUNCHER_ELERIUM ]
        tuLoad: 5
        tuUnload: 2
    accuracyAuto: 35
    accuracySnap: 110 # Was 60
    accuracyAimed: 50 # Was 110
    tuAuto: 35
    tuSnap: 28 # Was 25
    tuAimed: 45 # Was 70
    battleType: 1
    twoHanded: true
    invWidth: 2 # Was 1
    invHeight: 3
    attraction: 8
#    tuMelee: 45
#    accuracyMelee: 50
    listOrder: 2100
    confAimed:
      shots: 1
      name: STR_GRENADE_LAUNCHER_SHOT
      ammoSlot: 3
      arcing: true
    confSnap:
      shots: 1
      name: STR_AIMED_SHOT
      ammoSlot: 0
      arcing: false
# Standard X-Com Weapons - Rifle Clip
#  - type: STR_RIFLE_CLIP
#    handSprite: 616
#    hitSound: 77
#    attraction: 8
# Weapons Standard - Standard X-Com Weapons - Rifle Alloy Clip
#  - type: STR_RIFLE_AA_CLIP
#    size: 0.1
#    costSell: 300
#    weight: 3
#    bigSprite: 80
#    floorSprite: 2
#    hitSound: 22
#    hitAnimation: 26
#    power: 40
#    damageType: 1
#    clipSize: 20
#    battleType: 2
#    attraction: 8
#    listOrder: 2205

Code: [Select]
extraSprites:
  - type: BIGOBS.PCK
    files:
# MA - X-Com Rifle with Grenade
      280: Resources/Example/Weapons/Rifle_Grenade/OXC-WOS--bigobs--RIFLE_UPGRADE.png
  - type: FLOOROB.PCK
    files:
# MA - X-Com Rifle with Grenade
      238: Resources/Example/Weapons/Rifle_Grenade/OXC-WOS--floorobs--RIFLE_UPGRADE.png
  - type: HANDOB.PCK
    height: 40
    width: 256
    subX: 32
    subY: 40
    files:
# MA - X-Com Rifle with Grenade
      776: Resources/Example/Weapons/Rifle_Grenade/OXC-WOS--handobs--RIFLE_UPGRADE.png

I'll also attach screenshots of the error messages.

119
I was wondering if OXCE has implemented the UFOextender's Burst mode and Full auto firing options?

120
I'm attempting to replace the weapon melee attack with a grenade launcher as shown in the "UFOpaedia Ruleset Reference Nightly" example.

The command to fire the Grenade appears at the top of the weapon action list in place of the melee attack as expected.

The weapon loads normal rifle clips and it will also load 1 grenade round in the inventory screen, however on the battlescape the icon for the rifle displays that it has 15 bullets and 0 grenades loaded.

Additionally when I attempt to fire it the message "There is no one there!" is displayed and the weapon does not fire.

Is there an additional step to override the melee slot?

Here is the code I'm using for the rifle:

Code: [Select]
  - type: STR_RIFLE_GRENADE_LAUNCHER
    size: 0.2
    costSell: 2250
    weight: 8
    bigSprite: 1
    floorSprite: 1
    handSprite: 0
    bulletSprite: 2
    fireSound: 76
#    compatibleAmmo:
#      - STR_RIFLE_CLIP
#      - STR_RIFLE_AA_CLIP
    ammo:
      0:
        compatibleAmmo: [ STR_RIFLE_CLIP, STR_RIFLE_AA_CLIP ]
        tuLoad: 5
        tuUnload: 2
      1:
        compatibleAmmo: [ STR_RIFLE_CLIP, STR_RIFLE_AA_CLIP ]
        tuLoad: 5
        tuUnload: 2
      2:
        compatibleAmmo: [ STR_RIFLE_CLIP, STR_RIFLE_AA_CLIP ]
        tuLoad: 5
        tuUnload: 2
      3:
        compatibleAmmo: [ STR_LAUNCHER_FRAG, STR_LAUNCHER_INC, STR_LAUNCHER_SMOKE, STR_LAUNCHER_ELERIUM ]
        tuLoad: 5
        tuUnload: 2
    accuracyAuto: 35
    accuracySnap: 60
    accuracyAimed: 110
    tuAuto: 35
    tuSnap: 25
    tuAimed: 70
    battleType: 1
    twoHanded: true
    invWidth: 1
    invHeight: 3
    attraction: 8
    tuMelee: 45
    accuracyMelee: 50
    listOrder: 2100
    confMelee:
      shots: 1
      name: STR_GRENADE_LAUNCHER_SHOT
      ammoSlot: 1
      arcing: true

Also on the inventory screen it does not display any indication that the weapon is loaded with a secondary ammo type. Only the normal rifle clip is displayed as loaded when I mouse over the rifle.

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