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Topics - The Martian

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46
Open Feedback / Does anyone use Small Torpedo/Rockets?
« on: February 08, 2022, 12:37:33 pm »
I'm curious, does anyone use the Small Torpedo/Rockets in either X-COM: Terror From The Deep or X-COM: UFO Defense?

Personally when I'm going to use HE to take down threat like a Chryssalid I can't figure out the reason to be equipped with the lower damage versions.


47
Released Mods / [OXCE][TFTD][ARMOR] Ride Armor
« on: February 07, 2022, 02:25:01 pm »
[OpenXcom Extended version 7.5.3 or newer is required to use version 1-0 of this mod] (Get OXCE 'HERE')
[OpenXcom Extended version 7.5.7 or newer is required to use version 1-1 of this mod] (Get OXCE 7.5.7 (Preview Build) 'HERE')

This mod adds a new armor to the game called "Ride Armor".


Once acquired it can be used to achieve superior mobility during surface missions.

Grab an alien surfboard and paradoxically take the fight on land!

Changelog:
V1-1
- Ride Armor no longer depletes a unit's stamina when it moves.
- OXCE version 7.5.7 or later is now required to run this mod.


Additional Credits:
. "Animated Armor" script by Yankes.
. Parts of the armor's sprite set was created from fragments of images made available by Bladum.

Download:
Ride Armor (TFTD) V1-0.zip
Ride Armor (TFTD) V1-1.zip

48
OXCE Suggestions DONE / [DONE] Armor that doesn't use energy when walking
« on: January 27, 2022, 05:34:07 pm »
I'm trying to create an armor that does not decrease a soldier's energy when it walks.

A unit's armor can be set to recover their entire energy the next turn using armors: recovery.energy but I need the amount of energy on the unit to hold at whatever its current energy value is when the unit steps between tiles so that it doesn't change during the current turn when walking.


I've been through the openxcom.log with verboseLogging, but haven't spotted a scripting section for when the unit walks.

I did see selectMoveSoundUnit but I don't think that is quite right, I think that one triggers when a unit is given the order to move by clicking a tile. (If I'm wrong please let me know)


Best case would probably be to set the units current energy to its last previous value every time movement occured between tiles.

Does anyone have advice for going about this?

49
Help / What does the UC mean?
« on: January 27, 2022, 04:49:11 pm »
I see _UC at the end of the name of several craft weapons and armor in the .rul files:
STR_SONIC_OSCILLATOR_UC
STR_GAUSS_CANNON_UC
STR_PWT_CANNON_UC
STR_CRAFT_GAS_CANNON_UC
STR_MAGNETIC_ION_ARMOR_UC
STR_ION_ARMOR_UC
STR_PLASTIC_AQUA_ARMOR_UC
STR_NONE_UC


What is UC?

50
Help / Craft suddenly only has 2 weapons?
« on: January 18, 2022, 08:51:53 am »
OXCE version: OpenXcom Extended 7.2 (v2021-12-24)

I've encountered something a bit odd.

I was using this code to make the Barracuda carry 4 different weapons:

Code: [Select]
crafts:

# [=] Barracuda [=] <1st Fighter>
  - type: STR_BARRACUDA
    sprite: 3
    fuelMax: 800
    damageMax: 120
    speedMax: 2400
    accel: 3
    weapons: 2
    costRent: 600000
    forceShowInMonthlyCosts: true
    costBuy: 600000
    refuelRate: 50
    transferTime: 96
    score: 250
    maxAltitude: 3
    weapons: 4
    weaponTypes:
      - [1, 3]
      - [3]
      - [2]
      - [2]


But now it is only displaying a choice for weapon slot 1 & 2.
Spoiler:



I don't think that I've changed anything that would effect crafts since it was working so this is unexpected, what am I doing wrong?

For convenience I've attached an example mod with this code to this post:
Test Craft Mod V0-1.zip

51
Help / Recovering friendly spawned units?
« on: January 12, 2022, 01:08:27 am »
Is it possible to recover a friendly unit at the end of combat that was spawned from an item via:
Code: [Select]
items:
  - type: STR_EXAMPLE_ITEM
    spawnUnit: STR_EXAMPLE_UNIT
    spawnUnitFaction: 0

I have a remote controlled robot drone but at the moment X-Com just discards it if deployed in the field which seems silly.

52
OXCE Support / [Solved] What does the M.C. training '+' button do?
« on: December 29, 2021, 02:34:01 pm »
In the upper right corner of the Molecular Control Training screen there is a + button.

I've tried pushing it but nothing seems to change, what does it do?

Spoiler:

53
Open Feedback / Can aliens see a X-Com unit's personal light?
« on: December 29, 2021, 09:54:33 am »
I noticed that there is a key bind to toggle your soldier's personal lights on/off (Default: 'L')

And personalLight: can be configured on armors: when modding the game.


Do aliens see X-Com units better if they have their lights on or is the lighting only for the benefit of the player?

54
Help / Locking STR_SOLDIER behind research is crashing the game.
« on: December 25, 2021, 11:53:20 am »
(OXCE Version: 7.2 v2021-12-24)

I'm encountering a crash to desktop.

The crash is triggered by starting a new game from the main menu and pressing 'ok' on the difficulty selection screen while my mod is running.

The line of code that appears to be causing the problem is the following:
Code: [Select]
soldiers:
  - type: STR_SOLDIER
    requires: # <----------------------
      - DoesNotExist # <---------------

I'm getting the following error displayed in the linux terminal window I'm running OXCE from after it crashes:
"Floating point exception (core dumped)"


For some reason locking the STR_SOLDIER behind research is causing the 'Float point exception (core dumped)' error.

Is this the wrong way to prohibit the player from purchasing X-Com soldiers from the "Purchase/Recruit" menu?


The openxcom.log file doesn't appear to display any error messages:
Code: [Select]
[25-12-2021_02-40-56] [INFO] OpenXcom Version: Extended 7.2 (v2021-12-24)
[25-12-2021_02-40-56] [INFO] Platform: Linux
[25-12-2021_02-40-56] [INFO] Data folder is:
[25-12-2021_02-40-56] [INFO] Data search is:
[25-12-2021_02-40-56] [INFO] - /home/name/.local/share/openxcom/
[25-12-2021_02-40-56] [INFO] - /usr/share/mate/openxcom/
[25-12-2021_02-40-56] [INFO] - /home/name/.local/share/flatpak/exports/share/openxcom/
[25-12-2021_02-40-56] [INFO] - /var/lib/flatpak/exports/share/openxcom/
[25-12-2021_02-40-56] [INFO] - /usr/local/share/openxcom/
[25-12-2021_02-40-56] [INFO] - /usr/share/openxcom/
[25-12-2021_02-40-56] [INFO] - /usr/local/share/openxcom/
[25-12-2021_02-40-56] [INFO] - /usr/share/openxcom/
[25-12-2021_02-40-56] [INFO] - ./
[25-12-2021_02-40-56] [INFO] User folder is: ./user/
[25-12-2021_02-40-56] [INFO] Config folder is: /home/name/.config/openxcom/
[25-12-2021_02-40-56] [INFO] Options loaded successfully.
[25-12-2021_02-40-56] [INFO] SDL initialized successfully.
[25-12-2021_02-40-56] [INFO] SDL_mixer initialized successfully.
[25-12-2021_02-40-56] [INFO] Attempted locale: C.UTF-8
[25-12-2021_02-40-56] [INFO] Detected locale: C.UTF-8
[25-12-2021_02-40-56] [INFO] Attempting to set display to 1280x720x8...
[25-12-2021_02-40-56] [INFO] Display set to 1280x720x8.
[25-12-2021_02-40-56] [INFO] Loading data...
[25-12-2021_02-40-56] [INFO] Scanning standard mods in ''...
[25-12-2021_02-40-56] [INFO] Scanning user mods in './user/'...
[25-12-2021_02-40-57] [INFO] Active mods:
[25-12-2021_02-40-57] [INFO] - xcom2 v1.0
[25-12-2021_02-40-57] [INFO] - AgainTestSoldiers v0.1
[25-12-2021_02-40-58] [INFO] Loading begins...
[25-12-2021_02-40-58] [INFO] Pre-loading rulesets...
[25-12-2021_02-40-58] [INFO] Loading vanilla resources...
[25-12-2021_02-40-58] [INFO] Loading rulesets...
[25-12-2021_02-40-59] [INFO] Loading rulesets done.
[25-12-2021_02-40-59] [INFO] Loading ended.
[25-12-2021_02-40-59] [INFO] Loading fonts... Font.dat
[25-12-2021_02-40-59] [INFO] Lazy loading: 1
[25-12-2021_02-40-59] [INFO] Loading custom palettes from ruleset...
[25-12-2021_02-40-59] [INFO] Making palette backups...
[25-12-2021_02-40-59] [INFO] Data loaded successfully.
[25-12-2021_02-40-59] [INFO] Loading language...
[25-12-2021_02-40-59] [INFO] Language loaded successfully.
[25-12-2021_02-40-59] [INFO] OpenXcom started successfully!
[25-12-2021_02-40-59] [INFO] Using software scaling routine. For best results, try an OpenGL filter.
[25-12-2021_02-44-51] [INFO] SDL_mixer initialized successfully.
[25-12-2021_02-44-51] [INFO] Loading data...
[25-12-2021_02-44-51] [INFO] Scanning standard mods in ''...
[25-12-2021_02-44-51] [INFO] Scanning user mods in './user/'...
[25-12-2021_02-44-51] [INFO] Active mods:
[25-12-2021_02-44-51] [INFO] - xcom2 v1.0
[25-12-2021_02-44-52] [INFO] Loading begins...
[25-12-2021_02-44-52] [INFO] Pre-loading rulesets...
[25-12-2021_02-44-52] [INFO] Loading vanilla resources...
[25-12-2021_02-44-53] [INFO] Loading rulesets...
[25-12-2021_02-44-53] [INFO] Loading rulesets done.
[25-12-2021_02-44-53] [INFO] Loading ended.
[25-12-2021_02-44-53] [INFO] Loading fonts... Font.dat
[25-12-2021_02-44-53] [INFO] Lazy loading: 1
[25-12-2021_02-44-53] [INFO] Loading custom palettes from ruleset...
[25-12-2021_02-44-53] [INFO] Making palette backups...
[25-12-2021_02-44-53] [INFO] Data loaded successfully.
[25-12-2021_02-44-53] [INFO] Loading language...
[25-12-2021_02-44-53] [INFO] Language loaded successfully.
[25-12-2021_02-44-53] [INFO] OpenXcom started successfully!
[25-12-2021_02-47-10] [INFO] SDL_mixer initialized successfully.
[25-12-2021_02-47-10] [INFO] Loading data...
[25-12-2021_02-47-10] [INFO] Scanning standard mods in ''...
[25-12-2021_02-47-10] [INFO] Scanning user mods in './user/'...
[25-12-2021_02-47-10] [INFO] Active mods:
[25-12-2021_02-47-10] [INFO] - xcom2 v1.0
[25-12-2021_02-47-10] [INFO] - AgainTestSoldiers v0.1
[25-12-2021_02-47-12] [INFO] Loading begins...
[25-12-2021_02-47-12] [INFO] Pre-loading rulesets...
[25-12-2021_02-47-12] [INFO] Loading vanilla resources...
[25-12-2021_02-47-12] [INFO] Loading rulesets...
[25-12-2021_02-47-12] [INFO] Loading rulesets done.
[25-12-2021_02-47-12] [INFO] Loading ended.
[25-12-2021_02-47-12] [INFO] Loading fonts... Font.dat
[25-12-2021_02-47-12] [INFO] Lazy loading: 1
[25-12-2021_02-47-12] [INFO] Loading custom palettes from ruleset...
[25-12-2021_02-47-12] [INFO] Making palette backups...
[25-12-2021_02-47-12] [INFO] Data loaded successfully.
[25-12-2021_02-47-12] [INFO] Loading language...
[25-12-2021_02-47-13] [INFO] Language loaded successfully.
[25-12-2021_02-47-13] [INFO] OpenXcom started successfully!



For convenience I've attached an example mod with this code to this post:
TestMod Soldiers V0-1.zip

55
Offtopic / Merry Christmas!
« on: December 25, 2021, 11:36:43 am »
Merry Christmas!

56
OXCE Support / [Solved] 'New Battle' 'Base Defense' is crashing in TFTD.
« on: December 21, 2021, 10:56:56 am »
I've encountered a crash when using "New Battle" from the main menu while running TFTD.

If you selected "BASE DEFENSE" the game will crash when you press the 'ok' button to launch the mission:


I checked and "New Battle" "BASE DEFENSE" missions in the original X-COM: UFO Defense load without a problem, it is just the sequel that is having problems.

There were no mods loaded when the crash occured only base TFTD was running.


Here is the openxcom.log information:
Code: [Select]
[21-12-2021_01-13-30] [FATAL] A fatal error has occurred: Map generator encountered an error: no xcom units could be placed on the map.
[21-12-2021_01-13-30] [FATAL] ./OpenXcomEx(OpenXcom::CrossPlatform::stackTrace(void*)+0x36) [0x5584dfd34d36]
[21-12-2021_01-13-30] [FATAL] ./OpenXcomEx(OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)+0x477) [0x5584dfd358d7]
[21-12-2021_01-13-30] [FATAL] ./OpenXcomEx(exceptionLogger()+0x75) [0x5584dfb59e15]
[21-12-2021_01-13-30] [FATAL] /usr/lib/x86_64-linux-gnu/libstdc++.so.6(+0xaa38c) [0x7f9bf50e838c]
[21-12-2021_01-13-30] [FATAL] /usr/lib/x86_64-linux-gnu/libstdc++.so.6(+0xaa3f7) [0x7f9bf50e83f7]
[21-12-2021_01-13-30] [FATAL] /usr/lib/x86_64-linux-gnu/libstdc++.so.6(+0xaa6a9) [0x7f9bf50e86a9]
[21-12-2021_01-13-30] [FATAL] ./OpenXcomEx(OpenXcom::BattlescapeGenerator::deployXCOM(OpenXcom::RuleStartingCondition const*, OpenXcom::RuleEnviroEffects const*)+0x11e8) [0x5584dfc69a28]
[21-12-2021_01-13-30] [FATAL] ./OpenXcomEx(OpenXcom::BattlescapeGenerator::run()+0x292) [0x5584dfc7aaf2]
[21-12-2021_01-13-30] [FATAL] ./OpenXcomEx(OpenXcom::NewBattleState::btnOkClick(OpenXcom::Action*)+0x21f) [0x5584dfeea76f]
[21-12-2021_01-13-30] [FATAL] ./OpenXcomEx(OpenXcom::InteractiveSurface::handle(OpenXcom::Action*, OpenXcom::State*)+0x15a) [0x5584dfd5932a]
[21-12-2021_01-13-30] [FATAL] ./OpenXcomEx(OpenXcom::State::handle(OpenXcom::Action*)+0x73) [0x5584dfe2cc73]
[21-12-2021_01-13-30] [FATAL] ./OpenXcomEx(OpenXcom::Game::run()+0x2e3) [0x5584dfd55343]
[21-12-2021_01-13-30] [FATAL] ./OpenXcomEx(main+0x175) [0x5584dfb37915]
[21-12-2021_01-13-30] [FATAL] /lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xf3) [0x7f9bf4d090b3]
[21-12-2021_01-13-30] [FATAL] ./OpenXcomEx(_start+0x2a) [0x5584dfb3e59a]
[21-12-2021_01-13-45] [FATAL] OpenXcom has crashed: Map generator encountered an error: no xcom units could be placed on the map.
Log file: ./user/openxcom.log
If this error was unexpected, please report it on OpenXcom forum or discord.
The following can help us solve the problem:
1. a saved game from just before the crash (helps 98%)
2. a detailed description how to reproduce the crash (helps 80%)
3. a log file (helps 10%)
4. a screenshot of this error message (helps 5%)


I'm running the linux version of OXCE V7.1.4 (v2021-10-24)

57
OXCE Support / [Solved] Weapon vapor trails are not working?
« on: December 14, 2021, 06:37:53 pm »
I just noticed that weapons that had previously been leaving vapor trails are no longer doing so in TFTD.



I'm sure this was working earlier, but I think I've updated OXCE since then. Unfortunately I only just noticed the lack of vapor trails so I can't pin down when exactly it stopped working.

I'm running the linux version of OXCE V7.1.4 (v2021-10-24)


Here is some example code that isn't producing vapor:
Code: [Select]
items:
# [=] Debug Weapon for testing vapor trails [=]
  - type: STR_DEBUG_TEST_WEAPON
    size: 0.1
    costSell: 20000
    weight: 7
    bigSprite: 1
    floorSprite: 1
    handSprite: 0
    bulletSprite: 5
    fireSound: 1
    hitSound: 31
    hitAnimation: 46
    power: 1
    damageType: 4
    accuracyAuto: 28
    accuracyAimed: 68
    tuAuto: 1
    tuAimed: 1
    clipSize: -1
    battleType: 1
    invWidth: 1
    invHeight: 3
    vaporColor: 0
    vaporDensity: 50 # At density 50 'something' should be visible
    vaporProbability: 100 # 100% of the time a trail should be created.


Is this happening to anyone else or is it just on my end?

For convenience I've attached an example mod to this post:
Test Vapor Mod.zip

58
Help / How does the totalKillsByRace: commendation setting work?
« on: November 24, 2021, 08:17:33 am »
I'm assuming that you can record commendation sets using totalKillsByRace: for each of the [units:] [race:] that exist.

For example it sounds like an Aquatoid Soldier & Aquatoid Medic both with their [units:] [race:] variable set to race: STR_AQUATOID would both yield +1 towards this commendation's STR_AQUATOID set when killed.

UFOpaedia Site: Ruleset Reference Nightly


I was also looking through the code for Solarius Scorch's 'The X-Com Files' mod and saw this:

Spoiler:
Code: [Select]
  - type: STR_MEDAL_RACE_KILLS_NAME #KOs by faction
    description: STR_MEDAL_RACE_KILLS_UFOPEDIA
    soldierBonusTypes: [STR_MEDAL_RACE_KILLS_1, STR_MEDAL_RACE_KILLS_2, STR_MEDAL_RACE_KILLS_3, STR_MEDAL_RACE_KILLS_4, STR_MEDAL_RACE_KILLS_5, STR_MEDAL_RACE_KILLS_6, STR_MEDAL_RACE_KILLS_7, STR_MEDAL_RACE_KILLS_8, STR_MEDAL_RACE_KILLS_9, STR_MEDAL_RACE_KILLS_10]
    sprite: 3
    criteria:
      totalKillsByRace: [15, 25, 40, 60, 80, 100, 150, 200, 350, 500]

But I didn't see how you define soldierBonusTypes: for each individual type of race in the game using totalKillsByRace: as the criteria.


Is it that you need to define each as their own separate commendation?

For example something like this:

Code: [Select]
  - type: STR_COMMENDATION_AQUATOID_RACE_KILLS
    description: STR_COMMENDATION_AQUATOID_RACE_KILLS_UFOPEDIA
    soldierBonusTypes: [STR_AQUATOID_RACE_KILLS_1, STR_AQUATOID_RACE_KILLS_2, STR_AQUATOID_RACE_KILLS_3, STR_AQUATOID_RACE_KILLS_4, STR_AQUATOID_RACE_KILLS_5, STR_AQUATOID_RACE_KILLS_6, STR_AQUATOID_RACE_KILLS_7, STR_AQUATOID_RACE_KILLS_8, STR_AQUATOID_RACE_KILLS_9, STR_AQUATOID_RACE_KILLS_10]
    sprite: 3
    criteria:
       -
           1: ["STR_AQUATOID_SOLDIER", "STATUS_DEAD"]
       -
           1: ["STR_AQUATOID_SQUAD_LEADER", "STATUS_DEAD"]
       -
           1: ["STR_AQUATOID_TECHNICIAN", "STATUS_DEAD"]
       -
           1: ["STR_AQUATOID_MEDIC", "STATUS_DEAD"]
       -
           1: ["STR_AQUATOID_NAVIGATOR", "STATUS_DEAD"]
       -
           1: ["STR_AQUATOID_COMMANDER", "STATUS_DEAD"]
Code: [Select]
  - type: STR_COMMENDATION_TASOTH_RACE_KILLS
    description: STR_COMMENDATION_TASOTH_RACE_KILLS_UFOPEDIA
    soldierBonusTypes: [STR_TASOTH_RACE_KILLS_1, STR_TASOTH_RACE_KILLS_2, STR_TASOTH_RACE_KILLS_3, STR_TASOTH_RACE_KILLS_4, STR_TASOTH_RACE_KILLS_5, STR_TASOTH_RACE_KILLS_6, STR_TASOTH_RACE_KILLS_7, STR_TASOTH_RACE_KILLS_8, STR_TASOTH_RACE_KILLS_9, STR_TASOTH_RACE_KILLS_10]
    sprite: 3
    criteria:
       -
           1: ["STR_TASOTH_SOLDIER", "STATUS_DEAD"]
       -
           1: ["STR_TASOTH_SQUAD_LEADER", "STATUS_DEAD"]



59
(Problem)
Nothing happens when the weapon with the script's tags strikes a unit.

(Example Mod Download)
TestMod (Guaranteed Damage) V0-2.zip

(Details)
I'm trying to make a small script that will cause a weapon to deal X guaranteed damage to the struck targets HP on top of any damage caused by the weapon's normal power.

But it isn't currently yielding results.

The battle_game.flashMessage is not appearing and the health is not changing on the struck unit.


Code: [Select]
extended:
  tags:
    RuleItem:
      GUARANTEED_DAMAGE_AMOUNT_ITEM: int
      GUARANTEED_DAMAGE_ALLOWED_ITEM: int

    RuleArmor:
      GUARANTEED_DAMAGE_ALLOWED_ARMOR: int

  scripts:
    damageUnit:
      - offset: 1
        code: |
          var int DMG 0;
          var int ArmorAllowed 0;
          var int ItemAllowed 0;
          var int invert 0;
          var int WeaponCurrentPower 0;

          var ptr RuleArmor armor_rule;
          var ptr RuleItem item_rule;

          unit.getRuleArmor armor_rule;
          damaging_item.getRuleItem item_rule;


          # Load TAG values from involved item & armor
          item_rule.getTag ItemAllowed Tag.GUARANTEED_DAMAGE_ALLOWED_ARMOR;
          armor_rule.getTag ArmorAllowed Tag.GUARANTEED_DAMAGE_ALLOWED_ARMOR;
          item_rule.getTag DMG Tag.GUARANTEED_DAMAGE_AMOUNT;

          # If Armor & Weapon allow it deal the extra damage
          if eq ItemAllowed ArmorAllowed;

            # Apply Extra Damage Directly To Health
            sub invert DMG;
            unit.addHealth invert;

          end;

          # Get the current power of the attacking weapon's random roll
          set WeaponCurrentPower currPower;

          # Display a "Message" followed by "Extra Damage" then the "current power" of the attacking weapon
          battle_game.flashMessage "STR_TEST_MSG_DAMAGE_STRENGTH" DMG WeaponCurrentPower;


          return;


I've been over the code several times and can't spot why there isn't any interaction when the weapon strikes.

The variable 'currPower' was mentioned in the verbose version of the openxcom.log's 'damageUnit' section and I'm making the possibly incorrect assumption that 'currPower' stores the weapon's current power after it goes through the chosen RandomType: randomization roll.

For convenience I've attached a mod to this post with a test weapon already configured to use the script and also set the "NONE" X-Com armor to be able to be effected by the weapon's script tags.

What am I missing?

60
Help / How to stop aliens from carrying extra equipment?
« on: October 24, 2021, 09:14:09 pm »
(Problem)
The Deep One is carrying extra weapons.

Spoiler:




(Mod Download)
I've attached a version of this mod with the alienRaces: all set to be the Deep One to make testing vs that unit easier:
Deep One Weapon V0-2(Error).zip


(Details)
I've been working on a small mod to give the Deep One a weapon to match its Ufopaedia description.

I think it is almost ready for use however I've run into a snag.

The Deep One is carrying extra weapons and should only be carrying its own special weapon and two ammo items for it.

The Deep One's armor now has [armors:]allowInv: set to true as it wasn't accepting the list of [armors:]builtInWeapons: being assigned to it.

However now it appears to be also carrying the weapons from the [alienDeployments:]itemSets: section.

I thought that [armors:]builtInWeapons: or [units:]builtInWeaponSets: would cancel out the equipment from [alienDeployments:]itemSets: but it appears that is not the case.

How do you make a unit only carry the equipment you assign directly to it?

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