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Messages - The Martian

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601
Help / Re: A few questions about the use of shotgunPellets:
« on: December 21, 2017, 12:56:06 pm »
it's a linear dropoff of 5% per pellet applied sequentially, so one pellet is at 100% accuracy, one is 95%, one is 90% and so on until it bottoms out.
Thank you for the information! ^_^

If you are planning to expand this part, why not just use OXCE+ version?  It has been very thoroughly tested and works perfectly.

If you use Ohartenstein23's excellent looking shotgun code please keep the current shotgun method as a togglable option. (From what I've read I believe shotgunBehavior: already controls this in OXCE+)

In my opinion it would be a shame not to have the option to play previously created Mods that use the current 5% linear dropoff method in their original state.

Just a thought. >_>

602
Help / Re: A few questions about the use of shotgunPellets:
« on: December 21, 2017, 02:58:11 am »
when you changed it to a blast radius weapon you probably forgot to adjust the hitSprite

Thank you!  ^_^

That is exactly what my mistake was, after changing this code it now functions correctly:
Code: [Select]
    hitAnimation: 0
I'll edit my OP with the correct solution.

. . . it's difficult to tell it's shooting out multiple pellets, however the instant hit looks very cool. . .
Agreed, I'm eager to explore the potential of what kinds of equipment this can create.



( I have an additional question about the operation of shotgunPellets: )


(Question):  It appears shotgunPellets: are unaffected by the accuracyAimed: variable. Behaving the same at accuracyAimed: 60 as they do at 1000. Is there a way to control how far the pellets spread out when fired?

603
Help / Re: multi-crafts?
« on: December 21, 2017, 02:17:58 am »
Could you make a 1x1 Hangar that displays the craft, and just have more hangars?
Just tested it and a 1x1 hangar functions without a problem.

I used the workshop tile for this example code:

Code: [Select]
extraStrings:
  - type: en-US
    strings:
      STR_HANGAR_TEST: "HANGAR TEST"
facilities:
  - type: STR_HANGAR_TEST
    spriteShape: 1
    spriteFacility: 20
    buildCost: 800000
    buildTime: 2
    monthlyCost: 35000
    mapName: XBASE_03
    crafts: 1

The only catch appears to be a visual one. The base craft sprites or the 1x1 hangar tile will need to be designed to prevent it from overlapping where X-Com facilities traditionally have their walls drawn.

604
Help / Re: multi-crafts?
« on: December 20, 2017, 07:38:50 am »
I am also interested in knowing if this is possible.

If two craft can be housed in one facility are both craft's base sprites rendered overlapping on the hanger's tile or can you choose which one is displayed?


(EDIT)


I did some quick tests with this code:
Code: [Select]
extraStrings:
  - type: en-US
    strings:
      STR_HANGAR_TEST: "HANGAR TEST"
facilities:
  - type: STR_HANGAR_TEST
    spriteShape: 9
    spriteFacility: 9
    size: 2
    buildCost: 200000
    buildTime: 2
    monthlyCost: 25000
    crafts: 2
    mapName: XBASE_16

(These are the results):
(1) You can have two craft (or theoretically more) stored in one hangar.

(2) The first craft placed in the hangar will have it's base sprite displayed, the other will not.

(3) Even when the first craft is airborne and the second craft is still in the hangar it will not be displayed, the hangar will appear to be empty visually.

605
Help / Re: FloorObs+BigObbs
« on: December 17, 2017, 01:23:46 pm »
I have not tried my hand at altering any of the X-Com images yet so I may be mistaken, but from what I've read these forum threads "image editors / graphics programs" and "Palettes for XCOM in GIMP/Paintshop format" may be a good place to gain X-Com palette related information.

606
Help / A few questions about the use of shotgunPellets:
« on: December 17, 2017, 12:43:28 pm »
I've been trying to create new equipment using the shotgunPellets: variable and have a few questions about how it operates.


(Question): By default shotgunPellets: has a value of 0.  Does giving this variable a value of 2 fire only two bullets or three?
(Answer): shotgunPellets: 2 fires only two bullets,  not two pellets in addition to the default bullet being fired by the weapon.


(Question): If the weapon has shotgunPellets: 5 but the ammo loaded into the weapon does not use the shotgunPellets: variable, will the ammo now fire multiple bullets?
(Answer): The shotgunPellets: variable on a weapon is overridden by that variable on that weapon's ammo, so the answer is that a weapon with shotgunPellets: will not cause standard ammo to fire multiple projectiles.


(Question): Do shotgunPellets: consume additional ammunition for each pellet fired?
(Answer): Regardless of how many pellets are fired, each shot only takes 1 unit of that weapon's ammo.


(Question): If the weapon/ammo type has a blastRadius: and is also using shotgunPellets: will each pellet produce an explosion where they hit?
(Answer): Each pellet does create an explosion at the impact location.
(Note): Make sure to set hitAnimation: to 0 so that the default explosion animation from X1.PCK is used.


(Question):  It appears shotgunPellets: are unaffected by the accuracyAimed: variable. Behaving the same at accuracyAimed: 60 as they do at 1000. Is there a way to control how far the pellets spread out when fired?
(Answer): The pellet spread behavior is automatically calculated using this method: "It's a linear dropoff of 5% per pellet applied sequentially, so one pellet is at 100% accuracy, one is 95%, one is 90% and so on until it bottoms out."

607
Help / Re: What is "None" type damage?
« on: December 17, 2017, 12:22:47 pm »
Excellent! ^_^

With an additional damage type it feels like suddenly the potential item combinations have expanded drastically.

Even if the displayed name of damageType: 0 can't be changed at least "Unknown" is ambiguous enough to fit several different purposes.

608
Help / Re: What is "None" type damage?
« on: December 17, 2017, 02:52:49 am »
Can "None" be used as a damage source on a "weapon / ammo" item or will that cause problems with how it is used for vision by the rest of OpenXCom?

Additionally is it perhaps possible to alter the name of the "None" damage type via extraStrings: so that when displayed in UFOpedia reports it's name is listed as something different than "None"?

609
Help / What is "None" type damage?
« on: December 16, 2017, 09:05:47 am »
I was looking at the Ruleset Reference Nightly's section for Armor: and noticed a variable attached to damageModifier: called "None".

What is "None" type damage used by?

610
I tried the manufacturing method you suggested and it is definitely easier to use and setup.

For now I'll keep experimenting with your "research the same item twice" code example but in the end I'll probably switch to using the manufacturing method since it is the more straightforward solution.

Thank you both for the help.
^_^


(For anyone that wants an easy download of the examples of both methods: I've attached *.zip files of them to this post.)

611
Open Feedback / Re: UFOpedia vs UFOpaedia?
« on: December 13, 2017, 11:01:37 pm »
I'm not sure where the spelling came from in the first game, but it seems possible to me that it was either a different English dialect . . .
Canada also uses the spelling of "Defence" for that word I believe.

612
Thank you, your code functions exactly as you described.


I have two additional questions:
(1)
Is there any way to make STR_RESEARCH_C display it's research report when it is automatically researched by researching STR_TEST_A for the second time?

I'm worried the player may not be aware they'd gained access to the new technology.
(If not this problem can be mitigated by notes in other UFOpedia entries explaining this research entry's special requirements and operation.)


(2)
The only negative of this method is that STR_TEST_A remains in the research option menu even when it will not advance to STR_RESEARCH_C, thus consuming a STR_TEST_A item each time with little benefit and no direct way for the player to know if it will pay off to research it again.

Is there a way to hide STR_TEST_A while it does not have the ability to unlock additional research?



By the way, you should change the type_id: of the ufopedia articles - the current version is for craft only, and the game crashes when looking for the craft called STR_RESEARCH_B, because that's not a craft.  You could use type_id: 8 for a text-only article.

Thank you for pointing that out, I'll keep the type_id: craft specialized behavior in mind when constructing future UFOpedia entries.

The craft UFOpedia being limited to crafts: makes sense as it must be how the game is referencing which aircraft's stats it displays when their text is shown with the rect_stats: variable.

613
I've altered the code to include cost: values and dependencies: however now I'm getting an error when OpenXcom tries to load the mod:
Code: [Select]
Error: failed to load 'Test Mod' mod disabled for next startup.
Research topic STR_RESEARCH_B has requirements, but the cost is not zero. Sorry, this is not allowed!
Make sure you installed OpenXcom correctly
Check wiki documentation for more details


Here is the changed research: code:
Code: [Select]
research:
# Research Item A
  - name: STR_TEST_A
    cost: 10
    points: 10
    needItem: true
    destroyItem: true
    unlocks:
      - STR_RESEARCH_A
      - STR_RESEARCH_B
      - STR_RESEARCH_C
# Research Unlocks A-C
  - name: STR_RESEARCH_A
    cost: 10
    points: 10
    lookup: STR_RESEARCH_A
    dependencies:
      - STR_TEST_A
  - name: STR_RESEARCH_B
    cost: 10
    points: 10
    lookup: STR_RESEARCH_B
    requires:
      - STR_RESEARCH_A
    dependencies:
      - STR_TEST_A
  - name: STR_RESEARCH_C
    cost: 10
    points: 10
    lookup: STR_RESEARCH_C
    requires:
      - STR_RESEARCH_B
    dependencies:
      - STR_TEST_A


I'll attach the latest version of the test mod to this post as a *.zip.



(EDIT)


Removing cost: from the research projects for STR_RESEARCH_B and STR_RESEARCH_C has prevent the error on startup, I'm unsure how their project length is determined without that variable though.

The research for item STR_TEST_A now unlocks STR_RESEARCH_A as expected, however STR_RESEARCH_B & STR_RESEARCH_C do not become available for research after STR_RESEARCH_A's research is completed.

Also STR_TEST_A is remaining an available option to be researched additional times even while the higher sequenced STR_RESEARCH_B and STR_RESEARCH_C do not have their requirements met.

I'll attach the newest version of the test mod (V4) to this edited post

614
Help / Re: Can manufacturing projects produce soldiers?
« on: December 13, 2017, 08:26:03 pm »
Thank you for the information.

In that case I'll adapt the project into some kind of HWP for now.  -_^

I'm going to explore the limits of what I can do in standard OpenXcom before giving OXCE+ a try, the advanced functionality I keep reading about it having is very intriguing though.

615
Code: [Select]
  - name: STR_LEADER_PLUS
    requires:
      - STR_ALIEN_ORIGINS
    dependencies:
      - STR_SECTOID_COMMANDER
      - STR_SECTOID_LEADER
      - STR_SNAKEMAN_COMMANDER
      - STR_SNAKEMAN_LEADER
      - STR_ETHEREAL_COMMANDER
      - STR_ETHEREAL_LEADER
      - STR_FLOATER_COMMANDER
      - STR_FLOATER_LEADER
Code: [Select]
  - name: STR_COMMANDER_PLUS
    unlocks:
      - STR_CYDONIA_OR_BUST
    requires:
      - STR_THE_MARTIAN_SOLUTION
    dependencies:
      - STR_SECTOID_COMMANDER
      - STR_SNAKEMAN_COMMANDER
      - STR_ETHEREAL_COMMANDER
      - STR_FLOATER_COMMANDER
Code: [Select]
  - name: STR_SNAKEMAN_COMMANDER
    cost: 192
    points: 50
    lookup: STR_SNAKEMAN
    needItem: true
    destroyItem: true
    unlocks:
      - STR_LEADER_PLUS
      - STR_COMMANDER_PLUS
      - STR_ALIEN_ORIGINS



I think I see what you're saying.

The requires: variable prevents the unlock of the research project unless prerequisite research items have already been researched.

So even though, for example, a Snakeman Commander allows the unlock of STR_ALIEN_ORIGINS, STR_LEADER_PLUS and STR_COMMANDER_PLUS it only unlocks them one at a time due to requires: and consumes the STR_SNAKEMAN_COMMANDER item each time forcing the player to acquire it again in the field before they can research the next entry in the sequence.

I'll try this immediately and post the result.
^_^



(EDIT)


I just finished coding a test mod using the above method and it is displaying some of the expected behaviors, but not all of them.

Researching STR_ITEM_A can now be done several times before it stops appearing in the research menu.

In theory this is unlocking research projects STR_RESEARCH_A then STR_RESEARCH_B followed by STR_RESEARCH_C.

However oddly STR_RESEARCH_A, STR_RESEARCH_B and STR_RESEARCH_C are not themselves appearing in the research menu after being unlocked.

Here's the code I changed in the research: variables:

Code: [Select]
research:
# Research Item A
  - name: STR_TEST_A
    needItem: true
    destroyItem: true
    unlocks:
      - STR_RESEARCH_A
      - STR_RESEARCH_B
      - STR_RESEARCH_C
# Research Unlocks A-C
  - name: STR_RESEARCH_A
    dependencies:
      - STR_TEST_A
  - name: STR_RESEARCH_B
    requires:
      - STR_RESEARCH_A
  - name: STR_RESEARCH_C
    requires:
      - STR_RESEARCH_B


I'll attach the new test mod with the updated code in it to this post as a *.zip.

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