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Messages - The Martian

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676
That is very useful, thank you for sharing the information.

677
Help / Re: Controlling the amount of fire specab: 2 creates?
« on: January 30, 2018, 05:43:38 am »
I'm not sure if this effects the frequency of a tile having fire produced on it when the unit passes over it, but I have discovered that the amount of damage done to the terrain is dependent on the units: stats: strength: variable.

(Note): High values can inflict enough damage to punch through UFO hulls which can make navigating multi-floor UFOs difficult or impossible without flight capability.

678
Help / Re: Is it possible to create units with 2 fixed weapons?
« on: January 30, 2018, 05:35:28 am »
Version of OpenXcom I'm using is: 1.0.803ca40a6 (2017-11-09 14:37) (Nightlies)


I've been trying to produce the results you describe, so far I've only managed to accomplish getting the HWP to use the weapon defined in its items: entry and one of the builtInWeapons: the second builtInWeapons: doesn't replace the default weapon for some reason.

Additionally I've noticed that for some reason this HWP can be equipped by regular X-Com soldiers as armor. I'm both unsure why that is occurring or how to prevent it.



If I understand what your saying the HWP should be structured to do, the weapon defined on the HWP's item itself should be used only to pull ammo out of the base store and not as a weapon. (The ammo item itself may be an unrelated item to the two builtInWeapons:, which is a very useful feature!)

The two builtInWeapons: are automatically granted 1 clip worth of their ammo without it being taken from the base inventory.


Here's the code I have so far, the first is a faulty attempt to use two builtInWeapons: that unfortunately doesn't overwrite the default weapon.

Code: [Select]
units:
  - type: STR_BIODRONE_TERRORIST
    race: STR_BIODRONE
    rank: STR_LIVE_TERRORIST
    stats:
      tu: 80
      stamina: 120
      health: 140
      bravery: 100
      reactions: 40
      firing: 90
      throwing: 0
      strength: 120
      psiStrength: 90
      psiSkill: 0
      melee: 1
    armor: BIODRONE_ARMOR0
    standHeight: 17
    floatHeight: 2
    kneelHeight: 12
    value: 25
    deathSound: 57
    intelligence: 7
    aggression: 2
    specab: 3
#    livingWeapon: true
    builtInWeapons:
      - STR_TANK_CANNON
      - STR_HWP_CANNON_SHELLS
      - STR_TANK_ROCKET_LAUNCHER
      - STR_HWP_ROCKETS
    moveSound: 2
# ========================================
items:
  - type: STR_BIODRONE_TERRORIST
    size: 0.0
    recover: true
#    liveAlien: true
    costSell: 60000
    compatibleAmmo:
      - STR_HWP_CANNON_SHELLS
      - STR_HWP_ROCKETS
    fixedWeapon: true
    battleType: 1
    invWidth: 1
    invHeight: 3
    bigSprite: 0
# ========================================
armors:
  - type: BIODRONE_ARMOR0
    spriteSheet: XCOM_1.PCK
    spriteInv: MAN_7
    allowInv: false
    corpseItem: STR_CORPSE_ARMOR
    storeItem: STR_TEST_ARMOR
    frontArmor: 25
    sideArmor: 15
    rearArmor: 10
    underArmor: 5
    movementType: 1
    damageModifier:
      - 1.0
      - 1.0
      - 0.6
      - 0.6
      - 0.7
      - 0.9
      - 0.9
      - 1.45
      - 0.0
      - 0.9
    loftemps: 2
    drawingRoutine: 16
    constantAnimation: true

The second version of this .rul only uses 1 builtInWeapons: to achieve the goal of 2 ranged weapons on an HWP. However strangely it can be equipped as armor by X-Com soldiers.

Code: [Select]
units:
  - type: STR_TEST_HWP
    race: STR_TEST_HWP
    rank: STR_LIVE_TERRORIST
    stats:
      tu: 80
      stamina: 120
      health: 140
      bravery: 160
      reactions: 40
      firing: 90
      throwing: 90
      strength: 70
      psiStrength: 90
      psiSkill: 0
      melee: 1
    armor: STR_TEST_HWP_ARMOR_UC
    standHeight: 21
    floatHeight: 2
    kneelHeight: 16
    value: 25
    deathSound: 2
    intelligence: 7
    aggression: 2
    specab: 2
#    livingWeapon: true
    builtInWeapons:
      - STR_TANK_CANNON
      - STR_HWP_CANNON_SHELLS
    moveSound: 3
# ========================================
items:
  - type: STR_TEST_HWP
    size: 3
    recover: true
#    liveAlien: true
    costSell: 60000
    compatibleAmmo:
      - STR_HWP_CANNON_SHELLS
      - STR_HWP_ROCKETS
    fixedWeapon: true
    battleType: 1
    invWidth: 1
    invHeight: 3
    bigSprite: 0
#    power: 90 # Lowered from 40
    transferTime: 48
#    damageType: 7
#    meleeSound: 93
#    accuracyMelee: 95
#    tuMelee: 10
    accuracySnap: 135
    accuracyAimed: 155
    tuSnap: 28
    tuAimed: 65
    aimRange: 14
    snapRange: 8
    dropoff: 6
    fireSound: 1
    listOrder: 1085
# ========================================
armors:
  - type: STR_TEST_HWP_ARMOR_UC
    spriteSheet: XCOM_1.PCK
    spriteInv: MAN_7
    allowInv: false
    corpseItem: STR_CORPSE_SUIT
    storeItem: STR_TEST_HWP
    frontArmor: 55
    sideArmor: 35
    rearArmor: 45
    underArmor: 50
    movementType: 0
    damageModifier:
      - 1.0
      - 1.0
      - 0.0
      - 0.6
      - 0.7
      - 0.9
      - 0.9
      - 1.45
      - 0.7
      - 0.9
    loftemps: 2
    drawingRoutine: 0
#    constantAnimation: true

(I've attached the above code as .rul files to this post as well for convenience.)

So far I've just been going in circles re-coding the same .rul from the Bio Drone code example without success, I'm hoping someone can spot what I'm doing wrong as this is rather frustrating.

679
Open Feedback / Re: HELP: how to fix this error?
« on: January 19, 2018, 01:56:14 am »
It may help to trace the problem if you post the version of OpenXcom you are using and any mods you have installed.

Examples:
- Milestone V1.0 (32-Bit).
- Nightlies 2018-01-18 (64-Bit.).

680
Help / Adding additional explosion graphics?
« on: January 19, 2018, 01:45:37 am »
Version of OpenXcom being used is: 1.0.803ca40a6 (2017-11-09 14:37) (Nightlies)

(Question) Is it currently possible to add additional explosion sprite sets to the X1.PCK?



I tried to add two additional explosion animation sprite sheets using this code:

Code: [Select]
extraSprites:
  - type: X1.PCK
    files:
      8: Resources/TEST/Explosions/Explosion_Version_One.png
      16: Resources/TEST/Explosions/Explosion_Version_Two.png
    width: 512
    height: 128
    subX: 128
    subY: 64

However when I call the new resource with the hitAnimation: variable the game freezes when it should display the images.

(Example weapon derived from a standard Laser Rifle using the new hitAnimation: index and explosive damage type.)
Code: [Select]
items:
  - type: TEST_EXPLOSIVE_RIFLE
    size: 0.2
    costSell: 36900
    weight: 8
    bigSprite: 0
    floorSprite: 0
    handSprite: 8
    bulletSprite: 6
    fireSound: 11
    hitSound: 19
    power: 60
    damageType: 3
    accuracyAuto: 46
    accuracySnap: 65
    accuracyAimed: 100
    tuAuto: 34
    tuSnap: 25
    tuAimed: 50
    clipSize: -1
    battleType: 1
    twoHanded: true
    invWidth: 1
    invHeight: 3
    hitAnimation: 8
    blastRadius: 5


However if I overwrite the standard explosion sprites with this code instead:

Code: [Select]
  - type: X1.PCK
    files:
      0: Resources/TEST/Explosions/Explosion_Version_One.png
    width: 512
    height: 128
    subX: 128
    subY: 64

The new explosion image sequence functions without freezing, but the ability to use the original explosion images are lost.

Am I doing this the wrong way by trying to add the additional graphics to the X1.PCK?

681
Help / Re: Is it possible to create units with 2 fixed weapons?
« on: January 19, 2018, 01:14:13 am »
I started from scratch and tried using the Bio Drone code to create a X-Com HWP with two ranged weapons.

Here is a step by step of what I did, the .rul of the final result is attached to this post as well.


I'm missing something as it is still not functioning correctly.

(Step 1)

Copy Bio Drone code from X-Com: TFTD's armor.rul (BIODRONE_ARMOR0), unit.rul (STR_BIODRONE_TERRORIST) & item.rul (STR_BIODRONE_TERRORIST).

Code: [Select]
armors:
  - type: BIODRONE_ARMOR0
    spriteSheet: BIODRON.PCK
    allowInv: false
    corpseItem: STR_BIODRONE_CORPSE
    frontArmor: 25
    sideArmor: 15
    rearArmor: 10
    underArmor: 5
    movementType: 1
    damageModifier:
      - 1.0
      - 1.0
      - 0.6
      - 0.6
      - 0.7
      - 0.9
      - 0.9
      - 1.45
      - 0.0
      - 0.9
    loftemps: 2
    drawingRoutine: 16
    constantAnimation: true
Code: [Select]
units:
  - type: STR_BIODRONE_TERRORIST
    race: STR_BIODRONE
    rank: STR_LIVE_TERRORIST
    stats:
      tu: 80
      stamina: 120
      health: 140
      bravery: 100
      reactions: 40
      firing: 90
      throwing: 0
      strength: 120
      psiStrength: 90
      psiSkill: 0
      melee: 1 # vanilla TFTD had this value as 0, but it would still have a 0.89999% chance to hit with an attack.
    armor: BIODRONE_ARMOR0
    standHeight: 17
    floatHeight: 2
    kneelHeight: 12
    value: 25
    deathSound: 57
    intelligence: 7
    aggression: 2
    specab: 3
    livingWeapon: true
    builtInWeapons:
      - STR_BIODRONE_MELEE_WEAPON
      - STR_TRIBIO_SONIC_WEAPON
    moveSound: 66
Code: [Select]
items:
  - type: STR_BIODRONE_TERRORIST
    size: 0.0
    recover: true
    liveAlien: true
    costSell: 60000


(Step 2)

Using the personal armor sprites as a place holder change armors: spriteSheet: to XCOM_1.PCK and spriteInv: to MAN_7.

Code: [Select]
armors:
  - type: BIODRONE_ARMOR0
    spriteSheet: XCOM_1.PCK
    spriteInv: MAN_7


(Step 3)

Change armor: corpseItem: to the personal armor corpse STR_CORPSE_ARMOR and assign the armor to an item in items: via storeItem: STR_TEST_ARMOR.

Code: [Select]
armors:
  - type: BIODRONE_ARMOR0
    corpseItem: STR_CORPSE_ARMOR
    storeItem: STR_TEST_ARMOR


(Step 4)

Added the compatibleAmmo: variables of STR_HWP_CANNON_SHELLS & STR_HWP_ROCKETS to the items: entry. This should cause the HWP to automatically remove ammo from the base store to arm itself when entering battle.

Code: [Select]
items:
  - type: STR_BIODRONE_TERRORIST
    compatibleAmmo:
      - STR_HWP_CANNON_SHELLS
      - STR_HWP_ROCKETS


(Step 5)

Added the two builtInWeapons: and both their ammo to the units: entry. (STR_TANK_CANNON, STR_HWP_CANNON_SHELLS, STR_TANK_ROCKET_LAUNCHER & STR_HWP_ROCKETS)

Code: [Select]
units:
  - type: STR_BIODRONE_TERRORIST
    builtInWeapons:
      - STR_TANK_CANNON
      - STR_HWP_CANNON_SHELLS
      - STR_TANK_ROCKET_LAUNCHER
      - STR_HWP_ROCKETS


(Step 6)

Add fixedWeapon: true to the items: entry so that the HWP weapons cannot be thrown or dropped.

Code: [Select]
items:
  - type: STR_BIODRONE_TERRORIST
    fixedWeapon: true


(Step 7)

Comment out (#) liveAlien: true from the items: entry to make it a X-Com HWP instead of an alien one. I think this "Should" make it able to be selected in the craft equipment screen.

Code: [Select]
items:
  - type: STR_BIODRONE_TERRORIST
#    liveAlien: true


(Step 8)

? ? ?

I'm not sure what to do next. The HWP does not appear as a selectable item in the craft equipment for "New Battle" mode. I'm assuming it also isn't functioning in the main game if it cannot be selected in the instant battle mode.

682
Released Mods / Re: [WEAPON] Tactical and Reinforced Shotguns
« on: January 18, 2018, 10:01:33 am »
DOWNLOAD

I'm getting a 404 error when I try to download the mod files via Dropbox link.

Quote
File not found

Sorry, that file doesn’t live here anymore. It might have been moved or made private.

If possible could you please provide a new link or attach the mod to the forum post directly?

683
In that case I'll work around it. The ability to create weapons that are consumed on use is still pretty interesting by itself. ^_^

Thank you for the help.

684
If I load the clip into the rifle it functions exactly like a standard X-Com Rifle.

I'm trying to create a weapon like the default X-Com laser rifle except with limited charges and no ability to reload it while in mission.

Preferably the rifle item should auto-reload each mission without having an ammo item.

Alternatively it would also work if the ammo item is required but can't be reloaded when spent and is not destroyed when used up during the mission.

Functionally what I'm trying for is a clipSize: -1 weapon with no ammo clip item but with limited shots instead of infinite.

685
I justed altered the Rifle item's clipSize: to 0 and the clip item's clipSize: to 6.

The rifle is no longer displaying the number of rounds left on the inventory screen and the "No Ammunition Loaded!" message is still being displayed when the rifle is fired.

STR_RIFLE_ALT should be a copy/paste of STR_RIFLE with only the above changes.


Code: [Select]
  - type: STR_RIFLE_ALT
    size: 0.2
    costBuy: 3000
    costSell: 2250
    weight: 8
    bigSprite: 1
    floorSprite: 1
    handSprite: 0
    bulletSprite: 2
    fireSound: 4
    compatibleAmmo:
      - STR_RIFLE_CLIP_ALT
    accuracyAuto: 35
    accuracySnap: 60
    accuracyAimed: 110
    tuAuto: 35
    tuSnap: 25
    tuAimed: 80
    battleType: 1
    clipSize: 0
    twoHanded: true
    invWidth: 1
    invHeight: 3
#
  - type: STR_RIFLE_CLIP_ALT
    size: 0.1
    costBuy: 200
    costSell: 150
    weight: 3
    bigSprite: 2
    floorSprite: 2
    hitSound: 22
    hitAnimation: 26
    power: 30
    damageType: 1
    clipSize: 6
    battleType: 2

686
Help / Controlling the amount of fire specab: 2 creates?
« on: January 17, 2018, 10:00:12 am »
Is there a variable that controls how often the units: setting specab: 2 leaves fire on a tile that the unit steps on?

687
Resources / Re: image editors / graphics programs
« on: January 17, 2018, 09:29:28 am »
What I've been doing is using the colour selector tool to pick the current brush colour from pixels harvested from existing images that are already in the correct palette for X-Com.

Then using Falko's Palette Converter to make the background transparent.

I do admit it is far from a perfect method.


It can't be used for swapping colours in existing images.

You can use it to swap colours in existing images via this method:
- Select the "Similar Colour Selection Tool".
- In the Tool options set "Fuzziness" to 0, this way only the exact colour you select will be selected.
- Fill the selected area with the desired colour.

688
Help / Controlling the speed of the explosion image and/or disabling it?
« on: January 17, 2018, 09:11:45 am »
Is there a variable like bulletSpeed: and explosionSpeed: that controls the speed that the large blastRadius: explosion image plays at?

Also is there a way to turn off the explosion image so that it doesn't play at all?

689
Help / Re: Is it possible to create units with 2 fixed weapons?
« on: January 17, 2018, 08:54:03 am »
I've got it so that the HWP equips with two weapons.

However now the HWP will not appear for selection in the "Equip Craft > Equipment" list.


The only reason I know it is functioning as desired on the battlescape is that the STR_TEST_ARMOR item was already loaded onto the craft from previous versions of the .rul file, so even though it doesn't show up to be equipped it is already on board the craft.

Oddly this also means the "Unload" button in the equipment menu doesn't remove the HWP either.

When I try re-adding any of the variables that seem to allow the HWP to be a selectable item in the equipment menu, one of the HWP's weapons is replaced by what appears to be a melee weapon instead of having the two assigned builtInWeapons:





Here is the code with the HWP working with both weapons, but unable to be selected as craft equipment.
Code: [Select]
units:
  - type: STR_TEST_ARMOR
    race: STR_TEST_ARMOR
    rank: STR_LIVE_TERRORIST
    stats:
      tu: 80
      stamina: 120
      health: 140
      bravery: 100
      reactions: 40
      firing: 90
      throwing: 0
      strength: 120
      psiStrength: 90
      psiSkill: 0
      melee: 1
    armor: STR_TEST_ARMOR_UC
    standHeight: 17
    floatHeight: 2
    kneelHeight: 12
    value: 25
    deathSound: 2
    intelligence: 7
    aggression: 2
    specab: 3
    livingWeapon: true
    builtInWeapons:
      - STR_TANK_CANNON
      - STR_HWP_CANNON_SHELLS
      - STR_TANK_ROCKET_LAUNCHER
      - STR_HWP_ROCKETS
    moveSound: 2
    specab: 2
# ========================================
items:
  - type: STR_TEST_ARMOR
    size: 6
    costSell: 8000
    transferTime: 48
    power: 10
    compatibleAmmo:
      - STR_HWP_CANNON_SHELLS
      - STR_HWP_ROCKETS
    invWidth: 2
    invHeight: 3
    listOrder: 1075
# ========================================
armors:
  - type: STR_TEST_ARMOR_UC
    spriteSheet: XCOM_1.PCK
    spriteInv: MAN_7
    corpseItem: STR_CORPSE_ARMOR
    storeItem: STR_TEST_ARMOR
    weight: 10
    stats:
#       tu: -4
       stamina: -20
       reactions: -20
       firing: -10
    frontArmor: 90
    sideArmor: 70
    rearArmor: 60
    underArmor: 100
    damageModifier:
      - 1.4
      - 1.0
      - 0.7
      - 0.0
      - 1.0
      - 1.0
      - 0.0
      - 1.0
      - 1.0
      - 0.0
    loftempsSet: [ 3 ]
    allowInv: false


Here is the code with the HWP having only one of the weapons and a melee weapon unfortunately appearing in place of the other.
Code: [Select]
units:
  - type: STR_TEST_ARMOR
    race: STR_TEST_ARMOR
    rank: STR_LIVE_TERRORIST
    stats:
      tu: 80
      stamina: 120
      health: 140
      bravery: 100
      reactions: 40
      firing: 90
      throwing: 0
      strength: 120
      psiStrength: 90
      psiSkill: 0
      melee: 1
    armor: STR_TEST_ARMOR_UC
    standHeight: 17
    floatHeight: 2
    kneelHeight: 12
    value: 25
    deathSound: 2
    intelligence: 7
    aggression: 2
    specab: 3
    livingWeapon: true
    builtInWeapons:
      - STR_TANK_CANNON
      - STR_HWP_CANNON_SHELLS
      - STR_TANK_ROCKET_LAUNCHER
      - STR_HWP_ROCKETS
    moveSound: 2
    specab: 2
# ========================================
items:
  - type: STR_TEST_ARMOR
    size: 6
    costSell: 8000
    transferTime: 48
    weight: 1
    bigSprite: 1
    floorSprite: 0
    handSprite: 0
    power: 10
    damageType: 7
    meleeSound: 2
    accuracyMelee: 95
    tuMelee: 10
    battleType: 3
    fixedWeapon: true
    compatibleAmmo:
      - STR_HWP_CANNON_SHELLS
      - STR_HWP_ROCKETS
    clipSize: -1
    invWidth: 2
    invHeight: 3
    listOrder: 1075
# ========================================
armors:
  - type: STR_TEST_ARMOR_UC
    spriteSheet: XCOM_1.PCK
    spriteInv: MAN_7
    corpseItem: STR_CORPSE_ARMOR
    storeItem: STR_TEST_ARMOR
    weight: 10
    stats:
#       tu: -4
       stamina: -20
       reactions: -20
       firing: -10
    frontArmor: 90
    sideArmor: 70
    rearArmor: 60
    underArmor: 100
    damageModifier:
      - 1.4
      - 1.0
      - 0.7
      - 0.0
      - 1.0
      - 1.0
      - 0.0
      - 1.0
      - 1.0
      - 0.0
    loftempsSet: [ 3 ]
    allowInv: false

I'll also attach .rul of both of the above code sections to this post.

690
Thank you very much. ^_^

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