aliens

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - The Martian

Pages: 1 ... 37 38 [39] 40 41 ... 51
571
That's disappointing.

On the plus side just being able to use custom explosion images is pretty fun.


I have an additional question:
Is there a method to control the size of the radius the explosion images occupy independent of the power: variable's value?

For example the effect in the attached screenshot is covering a large section of the screen, but the area being damaged is actually only blastRadius: 2.

572
Very cool!

Thank you for the information.

573
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.)

574

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?

575
Help / Re: Panic, Berserk or Mind Control on projectile hit
« on: October 21, 2019, 08:58:48 pm »
Thank you that looks much better.

576
Released Mods / Re: [WEAPON] M-79 Grenade Launcher.
« on: October 21, 2019, 07:16:54 pm »
Transmission decoded:

DOWNLOAD

full credit to Ryskeliini.
with thanks to Nightwolf and Greg956 for the translations.

I'm getting a "Error (404) - We can't find the page you're looking for." when I try the download link.

Could you please re-upload your M-79 Grenade Launcher mod?

577
Help / Re: Panic, Berserk or Mind Control on projectile hit
« on: October 20, 2019, 07:49:26 pm »
Just use the correct syntax: https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Cost_of_use
Thank you that got it. ^_^

Code: [Select]
  - type: STR_ALIEN_MIND_CONTROL_ONLY_PSI_AMP
    requires:
      - STR_PSI_AMP
    size: 0.1
    costSell: 194700
    weight: 10
    bigSprite: 512
    floorSprite: 447
    handSprite: 1896
    hitSound: 36
    battleType: 9
    twoHanded: true
    invWidth: 2
    invHeight: 3
    tuUse: 0
    flatRate: true
    LOSRequired: true
    accuracyMindControl: 50
    accuracyPanic: -50
    costMindControl:
      time: 4
    costPanic:
      time: 200

I guess since X-Com personal won't be able to actually use this equipment the player will not see the redundant Panic Unit option. So leaving it is fine as long as the enemy AI ignores it as well and only uses Mind Control.

578
Help / Re: Panic, Berserk or Mind Control on projectile hit
« on: October 20, 2019, 07:20:44 pm »
I tried to alter the Psi-Amp's cost of the Panic action with costPanic: but the mod is now failing to load.

First with tuUse: still on the item:
Code: [Select]
  - type: STR_EXAMPLE_PSI_AMP_MIND_CONTROL_ONLY
    requires:
      - STR_PSI_AMP
    size: 0.1
    costSell: 194700
    weight: 10
    bigSprite: 512
    floorSprite: 447
    handSprite: 1896
    hitSound: 36
    battleType: 9
    twoHanded: true
    invWidth: 2
    invHeight: 3
    tuUse: 4
    flatRate: true
    LOSRequired: true
    costPanic: 200

Then with costPanic: substituting in place of the tuUse: variable:
Code: [Select]
  - type: STR_EXAMPLE_PSI_AMP_MIND_CONTROL_ONLY
    requires:
      - STR_PSI_AMP
    size: 0.1
    costSell: 194700
    weight: 10
    bigSprite: 512
    floorSprite: 447
    handSprite: 1896
    hitSound: 36
    battleType: 9
    twoHanded: true
    invWidth: 2
    invHeight: 3
    costPanic: 200
    flatRate: true
    LOSRequired: true

I also tried removing tuUse: and defining both costPanic: and costMindControl: but it still produced the error instead of loading:
Code: [Select]
  - type: STR_EXAMPLE_PSI_AMP_MIND_CONTROL_ONLY
    requires:
      - STR_PSI_AMP
    size: 0.1
    costSell: 194700
    weight: 10
    bigSprite: 512
    floorSprite: 447
    handSprite: 1896
    hitSound: 36
    battleType: 9
    twoHanded: true
    invWidth: 2
    invHeight: 3
    costPanic: 200
    costMindControl: 4
    flatRate: true
    LOSRequired: true

This is the error message that was being displayed on launch:
Quote
ERROR: failed to load 'MA'; mod disabled
standard/MA/Ruleset/items_MA.rul: operator[] call on a scalar

579
Help / Re: Panic, Berserk or Mind Control on projectile hit
« on: October 20, 2019, 06:36:54 pm »
I've been looking through the UFOpaedia: Ruleset Reference Nightly page and haven't located the variables that would control a Psi-Amp type weapon to make it either only be able to use Panic or Mind Control.

How is this accomplished?

A messy way would potentially be to increase the TU cost of the unwanted skill to be beyond the units ability to ever trigger, but then the attack option would still be displayed on the weapon action menu when it is clicked.

I'm trying to create two different Psi-Amp weapons that are for the aliens only. One that uses Panic and one that has Mind Control.

I'll post the code I've got, but so far it is just the regular X-Com Psi-Amp with LOSRequired: true added:

Code: [Select]
  - type: STR_EXAMPLE_PSI_AMP_MIND_CONTROL_ONLY
    requires:
      - STR_PSI_AMP
    size: 0.1
    costSell: 194700
    weight: 10
    bigSprite: 512
    floorSprite: 447
    handSprite: 1896
    hitSound: 36
    battleType: 9
    twoHanded: true
    invWidth: 2
    invHeight: 3
    tuUse: 4
    flatRate: true
    LOSRequired: true

580
Help / Re: Panic, Berserk or Mind Control on projectile hit
« on: October 16, 2019, 07:00:07 pm »
EDIT:
I accidentally modified this old post and deleted it instead of posting a new one!

Is there a way to restore it?

581
Try this

https://openxcom.org/forum/index.php/topic,6721.0.html

You can manipulate the stats of a soldier in battlescape, in the form of a grenade.

Might solve your request.
Although this can't directly achieve the action I'm after, the ability to increase/reduce stats temporarily is pretty neat. Thank you for pointing out Finnik's script I'm definitely going to play around with it later.

Aliens armed with
temporary stat crippling weapons that your soldiers slowly shake off during battle could be fun.

IIRC panic states actually include "panic", "flee" and "berserk". If such a feature is introduced it might be helpful to be able to differentiate between all three.
There is only one state :) Low morale state.
Which splits into 1/3 of berserk response and 2/3 of panic response.
And panic response splits into 1/2 flee action and 1/2 freeze action.

All that aside, I have no intention of implementing any of this.
I forgot about the unit sometimes fleeing while panicked. Interestingly the UFOpaedia mentions that the direction the unit chooses to flee in is not random and is always "a random point south-east of their position". This explains why sometimes they freak out and run towards the enemy instead of away from them.


The panic/berserk "without morale damage" can be simulated with scripts, as I mentioned in the other thread: https://openxcom.org/forum/index.php/topic,7488.msg118016.html#msg118016
Scripting it to restore the morale after a low morale check does sound like the best solution to what I'm personally trying to achieve.

582
Help / Re: A way to boost alien/ops a.i
« on: October 16, 2019, 06:12:04 pm »
With this berserk state, are you trying to do this to your own unit or the enemy?

In the theoretical example I mentioned it would be the turret unit you described which would go berserk every time its turn started. Unfortunately I don't know of a way to cause that to happen.


I think Ohartenstein23's proposed sniper/spotter solution is the better way to go as even if you could make a unit berserk every turn it would be unable to react fire during the players turn due to lack of TU.

If the turret remembers any targets the spotter units saw for a large number of turns then it is more likely to be ready to fire on them first chance it gets.

If I understand correctly the '
spotter' variable determines how long the turret would remember the enemies that other units have seen, so as long as any of the 'spotter' type enemies had previously seen your X-Com units the turret unit would be already alert to them and ready to fire first chance it got.

Additionally a range limit on the turret's weapon could keep it from gunning down the entire map if you don't want it to react at a great distance to units spotted by other aliens.

583
Help / Re: Panic, Berserk or Mind Control on projectile hit
« on: October 16, 2019, 05:47:38 pm »
I thought mind control didn't do anything to unit morale.
The UFOpaedia: Morale page mentioned that a successful Mind Control attack leaves a soldier with 0 morale.
Quote
Psionic Mind Control attack - Successful mind control leaves a soldier at 0 Morale. Thus, the turn after Mind Control, they always suffer Panic/Berserk, and end that turn with 15 Morale. This also makes them likely to Panic/Berserk the next turn, as well. (Mind Control - the gift that keeps on giving!)

It's a pity that there isn't a way to better control the type of affliction caused by a morale failure as I think it could give some additional variation to the x-com/alien equipment.

(Question)
Will aliens/enemies use a Psi-Amp type weapon if they are holding it or do they only use their psionic skill stats to psi attack without a weapon?

If they can use Psi-Amps then the LOSRequired: variable can at least make the anti-morale weapon require line of sight and I believe that I read somewhere that the Psi-Amp equipment can be configured to make it only able to do either Mind Control or Panic attacks.... so in theory that could work as a substitute.


Instead of directly inducing those without morale damage, you could have the weapon do enough morale damage to set the unit to 0, then have a script that restores the target's morale after they panic or berserk.

A weapon attack that cripples morale followed by a script that restores the morale to its state before the attack does sound like a good solution.

Are there any good tutorials or information you would recommend reading for learning to write OpenXcom scripts?

584
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

585
Help / Re: Panic, Berserk or Mind Control on projectile hit
« on: October 15, 2019, 02:52:13 pm »
That is disappointing.

Thank you for the information.

Pages: 1 ... 37 38 [39] 40 41 ... 51