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Messages - The Martian

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706
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.

707
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"?

708
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?

709
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.)

710
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.

711
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.

712
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

713
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.

714
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.

715
Help / Can manufacturing projects produce soldiers?
« on: December 13, 2017, 03:58:51 pm »
I've seen some mods that allow you to hire different types of soldiers from the purchasing menu.

Is it possible for a manufacturing project to produce a soldier instead of an item, HWP or craft?

716
Open Feedback / UFOpedia vs UFOpaedia?
« on: December 13, 2017, 03:48:17 pm »
I've seen the X-Com research report archive being called both UFOpedia and UFOpaedia.

UFOpedia is the word I see on the in game menus but UFOpaedia can be found being used in several mods.
(Not to mention the UFOpaedia site)


Which term is the accepted or more commonly used of the two?

717
You can change the name of the research project separately from the item name I believe by giving it a name:.  The destroyItem will be whatever the item required was.

I'm not sure if I'm understanding you correctly, do you mean it is possible to use the name: variable twice with the second one overriding the first research project name?

Thus the second name would be the displayed name and differentiate the project when other objects reference it, where as the first name would still be feeding destroyItem: and needItem: the name of the item consumed/required in your inventory?


Example of using name: twice inside the same research project:

Code: [Select]
research:
  - name: STR_ITEM_A
    name: STR_ITEM_A_OVERRIDE_NAME
    needItem: true
    destroyItem: true
  - name: STR_ITEM_B


If it's still confusing to you, tell me what scenario you're trying to create, and I'll explain how to code it in.

What I'm trying to do is create a research project that researches an already researched item a second time after additional technological knowledge has been gained elsewhere.

Research Tech Item A -> Research Tech B -> Research Tech Item A (Again) -> Grants Tech C.

In order to do this what I'm hoping is that code similar to this example is possible:

Code: [Select]
items:
  - type: STR_ITEM_A
  - type: STR_ITEM_B

research:
  - name: STR_ITEM_A
    lookup: STR_ITEM_A_UFOPEDIA
    needItem: true
    destroyItem: true
  - name: STR_ITEM_B
    lookup: STR_ITEM_B_UFOPEDIA
  - name: STR_ITEM_A2
    lookup: STR_ITEM_A_UFOPEDIA
    requires:
      - STR_ITEM_A
      - STR_ITEM_B
    destroyItem:
      - STR_ITEM_A
    needItem:
      - STR_ITEM_A


Basically I'm hoping that it is possible to perhaps pass needItem: and destroyItem: a list of the item(s) to be used instead of a True/False condition.

I've tried creating a test mod using the pseudocode I wrote above but as expected it does not function, the syntax doesn't appear to be correct.

In the test mod after researching Item A, Item B becomes unable to be researched.

Oddly if Item B is researched A becomes unable to be researched.

And if both projects are assigned scientists so that they are being researched at the same time and unlock... The 2nd research project for item A does not appear.



I'll attach the faulty test mod I constructed in a *.zip.

(To make ingame testing easier a manufacturing project is also included in the test mod that generates the required research items.)

718
Help / An example of how to use {NEWLINE} to separate blocks of text.
« on: December 08, 2017, 07:16:07 pm »
I figured this information may be of use to anyone creating a mods with UFOpedia entries that have large amounts of text in them.

If you wish text to appear on a new line there is an easy way to do this.

Add the {NEWLINE} command into your string when you wish the text to start on the next line, two of them placed in a row will create a space between paragraphs like so: {NEWLINE} {NEWLINE}

Here's an example of a UFOpedia entry using {NEWLINE} to create 3 text blocks:

Code: [Select]
extraStrings:
  - type: en-US
    strings:
      # Research Entry Name
      STR_NEWLINE_EXAMPLE: "NEWLINE Example"
      STR_NEWLINE_EXAMPLE_UFOPEDIA: "I figured this may be of use to anyone creating a mods with UFOpedia entries that have large amounts of text in them. {NEWLINE}{NEWLINE}If you wish text to appear on a new line there is an easy way to do this.{NEWLINE}{NEWLINE}Add the NEWLINE command into your string when you wish your text to start on the next line, two of them placed in a row would create a space between paragraphs like so: NEWLINE NEWLINE"


719
The UFOPaedia Ruleset Reference lists needItem: as accepting True & False as input and only checking if there is an item in your base inventory with the same name as the research project.

Is it possible to specify which item needItem: checks for?

Using the item's name as the research projects name isn't viable as a project with that name already exists.


Additionally if it is possible to alter which item needItem: checks, is it also possible to change the item removed by the destroyItem: variable?

720
Perfect! ^_^

Thank you for the information.

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