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Messages - The Martian

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556
Modding in OpenXcom is pretty fun.

My advice if you want to give it a shot is that using a YAML compatible text editor like Notepad++ can make coding .rul files much easier.

(Just click the 'Language" button in the Notepad++ menu bar and select "YAML" from the bottom of the list after opening the OpenXcom .rul file you wish to edit or create.)

557
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.

558
Resources / Re: [ARMOR] [GRAPHICS] Alternate Suit
« on: October 28, 2019, 01:39:08 am »
Here is another modified version of the inventory image, this time the pipe & bio-ish areas are coloured to match the rest of the armor.

Alternate Version:



I find that makes the pipes on the arms and legs stand out badly though so I also tried a altering it so that the lower torso sections keep the uniform gray colour and the pipes & bio area continue to keep the darker look.


Darkened Pipes Version:


I think it worked out ok this time.

559
OXCE Support / Re: (OXCE) How is "nameAsAmmo" used?
« on: October 28, 2019, 01:06:06 am »
Wonderful!

It is what I was hoping and this is how you use it:
On the ammo item place the nameAsAmmo: followed by the string variable you want to use, example:

Code: [Select]
  - type: STR_LAUNCHER_SMOKE
    size: 0.1
    costBuy: 300
    costSell: 200
    weight: 3
    bigSprite: 63
    floorSprite: 2
    hitSound: 0
    hitAnimation: 96
    power: 60
    damageType: 9
    clipSize: 1
    battleType: 2
    armor: 20
    attraction: 6
    listOrder: 3413
    nameAsAmmo: STR_NAME_OF_THE_STRING

In extraStrings: define the contents of STR_NAME_OF_THE_STRING and now when the weapon is loaded with that ammo this text is added to the end of the weapons name.

Very useful.

560
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:


561
Resources / Re: [ARMOR] [GRAPHICS] Alternate Suit
« on: October 27, 2019, 01:33:56 am »
Piratez's bio-suit paperdoll looks very similar.
Does anyone have pictures of inventory and corpses for this armor (acceptable in a different color)? Or just tell me the name of the mod from which I can cut them. I really liked it, I really need it :)
I gave altering Meridian's inventory image a shot.

Modified Version:


Original Version:

What is modified in this version:
. Combined the head region with a helmet from an armor in the "
Xeno Operations v0.96 Beta" mod by XOps then coloured any stray hairs to match the face mask. (I hope you don't mind me using it XOps.)
. Changed the knee area's armor to brown.
. Converted all pipe/bio-ish areas to a darker colour.

It's not perfect but maybe you can make use of it?

562
Resources / Re: [ARMOR] [GRAPHICS] Alternate Suit
« on: October 27, 2019, 12:02:16 am »
Does anyone have pictures of inventory and corpses for this armor (acceptable in a different color)? Or just tell me the name of the mod from which I can cut them. I really liked it, I really need it :)

I did what I could and modified the X-Com: Enemy Unknown power armor into a FloorOb for this armor.

Version 1:
Doesn't exactly match the tone of black from the unit's sprite sheet.



Version 2:
Closer match to the dark colour of the original unit sprites.



Version 3:
Added glowing red eyes like in the unit sprites death animation.




I wasn't planning to do alien. But at the request drew an alternative set for the ufopedia.

It is beyond my current skill level but you may be able to take Zane's UFOpaedia entry and scale the image to create an inventory image for this armor.

I've removed the background and the vines from the face plate of the armor in the version of the image attached to this post to save anyone who wants to try resizing it some time.




Piratez's bio-suit paperdoll looks very similar.

It may be significantly easier to edit Meridian's bio-suit inventory image to match the unit sprites instead of having to fix the details on the larger UFOpaedia entry image after it has been shrunk.

563
I've been having fun using Civilian's Heat-Ray weapons so I thought I'd share these modified images so that others could toast a few Sectoids with them if they desire.

Heat-Ray Pistol:



Heat-Ray Rifle:



The Heat-Ray Rifle HandOb I'm using is a modified version of the Heat-Ray Sniper Rifle from "The Great War of the Worlds" total conversion mod.

Their mod uses several Heat-Ray weapons, so give it a look if you want to experience more of this style of equipment!





I noticed the cool Sunfire armor present in this mods screenshots, was a unit sprite sheet of this ever released to the public?

The helmet has a very unique look to it:


564
40k / Re: [ADDON] "Melee" Weapon Pack (v1.12)
« on: October 24, 2019, 12:00:52 am »
Is it possible to use these in vanilla?
I took a quick look at the mods .rul file and it appears to have a lot of values specific to the 40K mod.

If you wanted you could take the BigOb, FloorOb, HandOb images and then recode the weapons.rul so that all 40k related links (Like research, etc.) are reassigned to standard X-Com equivalents.


You will definitely need OXCE if the goal is to use the weapons in the same way as they operate in this mod. I'm seeing values attached to damageAlter: etc. These won't work in standard OpenXcom and require OXCE to function.

So in summary:
- If not used with 40k you will need to alter the .rul file.
- The original OpenXcom will not fully support all of the weapons fancier abilities.
- OXCE running X-Com: Enemy Unknown should be able to handle it provided you re-code the .rul files to not reference the 40k mod. (Example: Adjust meleeAnimation: meleeSound: meleeHitSound: )
- You will need to setup a way to either buy or manufacture the equipment in X-Com: Enemy Unknown or your soldiers will be unable to obtain it outside of the main menu's "New Battle" feature.

565
OXCE Support / Re: (OXCE) Error when loading custom bullet sprites?
« on: October 23, 2019, 11:30:11 pm »
Thank you Nord that solved it.

I got tripped up because HandObs image sets are handled differently.

So basically although the Projectiles sprite sets in extraSprites: are indexed in multiples of 35 the items: bulletSprite: value must be the Projectiles sprite set index divided by 35.

Example: If you want to use the sprite set "875: Resources/Bullet_Sprite_Example/Bullets/BlueHeavyLaser_bullet.png" the value that bulletSprite: in the items: section should be set to is bulletSprite: 25 not 875.

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
Code: [Select]
items:
  - type: STR_EXAMPLE_WEAPON
    size: 0.2
    costSell: 36900
    weight: 8
    bigSprite: 1
    floorSprite: 1
    handSprite: 0
    bulletSprite: 25
    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

566
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.

567
Help / Re: Multi-level human base defense mission Questions.
« on: October 23, 2019, 04:38:46 am »
I remember seeing something on this forum years ago that sounds similar to what you are talking about.

Someone had built the code to allow 8 floor levels instead of 4 by stacking two map grids somehow.

From what I can recall it was technically functional but no one had used it yet.

I know I've seen this! It had a screenshot on the post and everything.

Does anyone else remember this? I can't seem to find it.

I think the thread even mentioned the exterior of an X-Com base as a possible use for it during defence missions.


EDIT:
This appears to be what I had seen in the past... I think:
[Documentation] Getting High on Vertical Terrain.

Edit, again:
After reading that thread again I think that I'd misinterpreted what was being discussed.

568
Released Mods / Re: [WEAPON] M-79 Grenade Launcher.
« on: October 22, 2019, 09:05:33 am »
It appears an alternate download link for the M-79 Grenade Launcher mod can be found here:
http://openxcommods.weebly.com/downloads11.html

I'll attach the .rar to this post as well for convenience.

569
I'm curious about that as well.

570
I can see that being very useful for players trying to visually keep track of how many times a weapon like the flamethrower's auto-shot has struck the same tile.

OXCE keeps getting better.

Thank you both for your work.

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