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Messages - The Martian

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691
Yes, you can define the ammo item (like for a normal rifle) and then it will not vanish.

I tried adapting the Rifle code by giving it a setting of clipSize: 6.

This made it display "AMMO: ROUNDS LEFT=6" on the inventory screen and 0 rounds left on the combat screen.

The message "No Ammunition Loaded!" displays when firing the rifle is attempted.


Code: [Select]
items:
  - 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: 6
    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: 20
    battleType: 2

692
Resources / Re: image editors / graphics programs
« on: January 16, 2018, 12:13:38 pm »
Since I didn't notice anyone else mentioning it, may I suggest Krita.

It's free, runs on Linux and has a variety of features.

I've been using Krita in combination with Falko's Palette converter.

693
Help / Re: BattleScape template
« on: January 16, 2018, 11:56:00 am »
I'm not familiar with how the tile data is stored but perhaps this excellent terrain pack by Hobbes could be worth looking over for examples?

Link:

https://openxcom.org/forum/index.php/topic,2358.0.html

694
I tried to attach a placeholder ammo item to the Laser Rifle via compatibleAmmo: however the weapon starts with a loaded clip size of 0.

Is there a different command for attaching the ammo item to weapon?

The weapon already seems to have all of the damage output code that is normally found on a clip, is there something additional that needs to be incorporated from ammo clip item code or am I going about this the wrong way?


Code: [Select]
  - type: STR_LASER_RIFLE_ALT
    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: 5
    compatibleAmmo:
      - FAKE_AMMO
    battleType: 1
    twoHanded: true
    invWidth: 1
    invHeight: 3


PS: the vanishing for a weapon which is its own ammo is a feature, not a bug... it is meant to be used with consumable weapons (e.g. throwing knives)
Very cool! 

Is there a way to extend this feature's operation to empty medical kit items or is it limited to standard weapons?

695
Help / Weapons that use their own clipSize: for ammo vanish when empty?
« on: January 16, 2018, 11:21:49 am »
If the clipSize: of a weapon like the Laser Rifle is changed from -1 (Infinite) to a positive value it vanishes when the clip (In this case the weapon itself) is depleted.

Code: [Select]
Example code:
  - type: STR_LASER_RIFLE_ALT
    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: 5 # Changed from -1
    battleType: 1
    twoHanded: true
    invWidth: 1
    invHeight: 3

(Question): Is there a way to override this and make the weapon just display the standard "Out of ammo" message instead of vanishing?
(Answer): "That's currently not possible."

696
Unfortunately https://ufopaedia.org appears to be currently down.

Is there a mirror of the excellent Ruleset Reference Nightly page resource?


Ironically the site gives an error that says:
Quote
"This page (https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)) is currently offline. However, because the site uses Cloudflare's Always Online™ technology you can continue to surf a snapshot of the site. We will keep checking in the background and, as soon as the site comes back, you will automatically be served the live version. Always Online™ is powered by Cloudflare"

Followed immediately by:
Quote
"Website is offline - No cached version of this page is available."

So it appears that this "Always Online" program is also currently not functioning.

697
Help / Re: Is it possible to create units with 2 fixed weapons?
« on: January 16, 2018, 10:48:23 am »
refer to triscenes and bio drones in the TFTD ruleset
I've been trying to get the HWP with two ranged weapons to work using sections of the Bio Drone code.

So far the best I've managed to do is an HWP with 1 melee weapon and 1 ranged weapon... which is unloaded when playing in "New Battle" mode. (Not sure why.)

The unit is going to be a X-Com HWP not an alien one if that makes a difference.

I have a few questions but first I'll post the relevant code.
(I'll also attach an example .rul containing the code to this post for convenience.)


Items:
Code: [Select]
Items:
  - type: STR_TEST_ARMOR
    size: 6
    costSell: 8000
    transferTime: 48
    weight: 1
    bigSprite: 1
    floorSprite: 0
    handSprite: 0
    power: 10
    damageType: 7
    meleeSound: 93
    accuracyMelee: 95
    tuMelee: 10
    battleType: 3
    fixedWeapon: true
    clipSize: -1
    invWidth: 2
    invHeight: 3
    listOrder: 1075

Units:
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: 57
    intelligence: 7
    aggression: 2
    specab: 3
    livingWeapon: true
    builtInWeapons:
      - STR_TANK_CANNON
      - STR_TANK_ROCKET_LAUNCHER
    moveSound: 66
    specab: 2
    allowInv: false

Armor:
Code: [Select]
Armor:
  - 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 ]


(Question) Why is only one of the builtInWeapons: listed in Units: being equipped?

(Question) Do builtInWeapons: need the listed weapon to have fixedWeapon: true as a property or can normal X-Com soldier weapons also be equipped. (So far only the fixed ones seem to equip, although without loaded ammo.)

(Question) Why is the equipped ranged weapon not being loaded with ammo?

698
Help / Re: multi-crafts?
« on: December 22, 2017, 06:43:28 am »
I haven't yet been able to test if the game will behave normally if the base is attacked, but in theory it should not be effected

All X-Com craft are evacuated when a base is attacked so they are not present as an object in the hangar area maps.


Code: [Select]
    mapName: XBASE_03The above code should be what is determining which base map segment is added to the battlescape for the custom hangar section.

699
Help / Re: A few questions about the use of shotgunPellets:
« on: December 21, 2017, 01:36:54 pm »
The ability for all of the pellets to hit the same tile 100% of the time alone would be pretty useful.

Both shotgunSpread: and shotgunChoke: variables add a huge amount of customization and flexibility when creating multi-projectile weapons.

I would really like to see this feature added to standard
OpenXcom if possible.

All mods will still work with this code.
Excellent! 

700
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. >_>

701
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?

702
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.

703
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.

704
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.

705
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."

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