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Messages - wolf619

Pages: [1] 2
1
Released Mods / Re: Metal Gear Solid V Character Namer
« on: May 10, 2022, 02:10:37 am »
Don't mean to make a stink, but 4shared is not cooperating at all.  :o Could you try uploading this to another site, like volafile?

I've got an attachment to the file linked to the initial post, no more 4shared!  ;D

2
ok cool thank you I will have to try this out!  :)

3
Released Mods / Metal Gear Solid V Character Namer
« on: April 02, 2018, 03:13:26 am »
 Now do you remember? Who you are? What you were meant to do? I cheated death, thanks to you. And thanks to you I've left my mark. You have too - you've written your own history. You're your own man. I'm Big Boss, and you are too... No... He's the two of us. Together. Where we are today? We built it. This story - this "legend" - it's ours. We can change the world - and with it, the future. I am you, and you are me. Carry that with you, wherever you go. Thank you... my friend. From here on out, you're Big Boss.

- Quote from Big Boss MGS:V


Here is a simple mod I made that makes the characters in your x-com games have the names of MGS:V staff.


The list is based on the actual code names from the game.


UPDATE: There was a flaw in my old mod (osprey was bugged) but I fixed it and now the mod is better than ever. Sorry for the long reply!  :)


Examples:

Clawless Bat
Clueless Bear
Collared Beetle
Corn Bison
Green Laughing Falcon
Etc..


4
Help / Turning an friendly unit into an ai controlled one? Evil Doge??
« on: April 01, 2018, 10:29:46 pm »
I want to make an ENEMY AI version of the doge mod, I've got a version I made that runs and gives no errors but I can't see if it works. When I go into quick battle they don't show up under the alien races, I must be doing something wrong but can anyone tell me how difficult this would be to do? I've got other ideas based off the doge mod so if someone could help me that would be AWESOME!
Thank you guys so much!
 ;D 8)

One idea I have is https://www.realm667.com/index.php/en/beastiary-mainmenu-136/744-rottweiler converting these sprites. Someone ( Captain Toenail) already made a rottweiler using sprites from wolf 3d as a base(where the original doge sprites are from), so this would be a cool asset!

--- posts merged. please be informed that double posting isn't a cool thing to do ---

Here's the modified code I made, It's probably really bad lol Any help is appreciated!

items:
  - type: STR_DOGE
    size: 6
    costBuy: 5000
    costSell: 4000
    transferTime: 48
    weight: 1
    bigSprite: 200
    floorSprite: 0
    handSprite: 0
    power: 40
    damageType: 7
    meleeSound: 200
    accuracyMelee: 95
    tuMelee: 10
    battleType: 3
    fixedWeapon: true
    clipSize: -1
    invWidth: 2
    invHeight: 3
    listOrder: 1073
  - type: STR_DOGE_CORPSE
    weight: 25
    bigSprite: 201
    floorSprite: 200
    invWidth: 2
    invHeight: 3
    battleType: 11
    recover: false
    armor: 35
units:
  - type: STR_ATTACKDOG
    race: STR_DOGE
    stats:
      tu: 80
      stamina: 90
      health: 25
      bravery: 110
      reactions: 70
      firing: 0
      throwing: 0
      strength: 2
      psiStrength: 40
      psiSkill: 0
      melee: 100
    armor: DOGE_ARMOR
    standHeight: 12
    kneelHeight: 12
    value: 6
    deathSound: 201
    energyRecovery: 30
    livingWeapon: true
armors:
  - type: DOGE_ARMOR
    spriteSheet: DOGE.PCK
    corpseBattle:
      - STR_DOGE_CORPSE
    frontArmor: 0
    sideArmor: 0
    rearArmor: 0
    underArmor: 0
    movementType: 0
    drawingRoutine: 4
    damageModifier:
      - 1.0
      - 1.0
      - 1.0
      - 1.0
      - 1.0
      - 1.0
      - 1.0
      - 0.5
      - 1.0
      - 1.0
    loftempsSet: [ 2 ]
alienRaces:
  - id: STR_DOGE
    members:
      - STR_ATTACK_DOG
ufopaedia:
  - id: STR_DOGE
    type_id: 3
    section: STR_HEAVY_WEAPONS_PLATFORMS
    text: STR_DOGE_UFOPEDIA
    weapon: STR_DOGE_JAWS
extraSprites:
  - type: DOGE.PCK
    subX: 32
    subY: 40
    width: 512
    height: 200
    files:
      0: Resources/Doge/DOGE.png
  - type: BIGOBS.PCK
    files:
      200: Resources/Doge/Doge_Jaws.gif
      201: Resources/Doge/DOGE_b.gif
  - type: FLOOROB.PCK
    files:
      200: Resources/Doge/DOGE_c.gif
extraSounds:
  - type: BATTLE.CAT
    files:
      200: Resources/Doge/DogeAttack.wav
      201: Resources/Doge/DogeDeath.wav
alienMissions:
  - type: STR_ALIEN_RESEARCH
    raceWeights:
      4:
          STR_DOGE: 5
      6:
          STR_DOGE: 10
      7:
          STR_DOGE: 5
  - type: STR_ALIEN_ABDUCTION
    raceWeights:
      4:
          STR_DOGE: 5
      6:
          STR_DOGE: 10
      7:
          STR_DOGE: 10
  - type: STR_ALIEN_INFILTRATION
    raceWeights:
      3:
          STR_DOGE: 10
      5:
          STR_DOGE: 10
      7:
          STR_DOGE: 20
  - type: STR_ALIEN_BASE
    raceWeights:
      3:
          STR_DOGE: 10
      5:
          STR_DOGE: 10
      7:
          STR_DOGE: 10
  - type: STR_ALIEN_TERROR
    raceWeights:
      4:
          STR_DOGE: 20
      6:
          STR_DOGE: 10
      7:
          STR_DOGE: 5
extraStrings:
  - type: en-US
    strings:
      STR_DOGE: "Attack Dog"
      STR_DOGE_CORPSE: "Dead Dog"
      STR_DOGE_JAWS: "Bite"
      STR_DOGE_UFOPEDIA: "These highly trained dogs, while quite expensive, are fully capable at battlefield conditions. They can spot aliens but won't attack unless ordered to do so. To avoid compromising their positions, X-Com agents can communicate with these dogs via ultrasound whistles."

5
Help / Re: Crafting items with.. items??
« on: April 01, 2018, 06:36:52 pm »
Awesome! Thank you very much!  8)

6
Help / Crafting items with.. items??
« on: April 01, 2018, 06:19:18 pm »
I'm thinking about making a mod with several versions of the standard rifle, each one is unlocked via research.
(standard, extended clip, scope, lazer scope, forward grip, larger caliber ammo)
is it possible to make a recipe that would use rifle as an item required for manufacturing?
(my idea is that you would be upgrading the rifle with the highest possible mods.)
where should I be looking to edit the data?

Thanks for any help guys! :)

How hard would it to be to make my own research tree? Any good mods I can look at for this?
 8) Thanks!

7
Help / Re: changing the height of the gun for sectoid?
« on: March 31, 2018, 08:13:30 pm »
Awesome!  8) Got it working thanks! I would have never looked there!

8
Help / changing the height of the gun for sectoid?
« on: March 31, 2018, 07:37:42 pm »
I've swapped out the sectoid sprites for a different sprite set (human in jungle uniform), The guns seem to still be sitting in the same spot they would for an sectoid though (low),
Is there a place to change this setting? I don't want to change the gun height for all characters, just the sectoid. I'm figuring it's a setting I missed, maybe you guys can help me!
Thanks in advance! :)

9
Help / Re: frequency terror missions
« on: March 31, 2018, 03:04:57 pm »
Awesome thank you guys so much! :D

10
Help / Re: frequency terror missions
« on: March 31, 2018, 01:58:35 am »
is it once a month? I didn't realize that. Ok we'll here's what I actually had in mind, how would you set it so there are ONLY terror missions (no ufos) and they are about 2 weeks apart, that's what I'd really like to do. Thanks for your help by the way, I do appreciate it!
I was thinking about it but wasn't sure if it could be done, but I just played x-files so I know it is possible.
any idea on how to do this?

11
Help / frequency terror missions
« on: March 30, 2018, 11:36:17 pm »
is it possible to change the frequency of terror missions to say once per month?

12
Help / Re: Replacing sectoids?
« on: March 30, 2018, 04:51:29 am »
LOL IT WORKS! Creeped me out when I saw xcom members crawling around everywhere lol
Thanks for your help!

13
Help / Re: Replacing sectoids?
« on: March 29, 2018, 09:54:47 pm »
I've turned the mod on in the game and it loads fine, but nothing changes in game.  The sectoids still look like sectoids.

14
Help / Re: Replacing sectoids?
« on: March 29, 2018, 09:42:29 pm »
 I entered that code exactly intoDocuments\OpenXcom\mods\Sectoids\Ruleset\armors.rul and there is no change, the sectoids still look the same as normal. Am I missing something? I don't understand what I'm doing wrong.

Code: [Select]
Armors:
  - type: SECTOID_ARMOR0
    spriteSheet: XCOM_0.PCK
    corpseBattle:
      - STR_CORPSE
    frontArmor: 4
    sideArmor: 3
    rearArmor: 2
    underArmor: 2
    damageModifier:
      - 1.0
      - 1.0
      - 1.0
      - 1.0
      - 1.0
      - 1.0
      - 1.0
      - 1.2
      - 1.6
      - 0.0
    loftempsSet: [ 2 ]

15
Help / Re: Replacing sectoids?
« on: March 29, 2018, 09:14:20 pm »
can I do this with out modifying my main ruleset? How would I do this in a custom ruleset?

Code: [Select]
Armors:
  - type: SECTOID_ARMOR0
    spriteSheet: XCOM_0.PCK
    corpseBattle:
      - STR_CORPSE
    frontArmor: 4
    sideArmor: 3
    rearArmor: 2
    underArmor: 2
    damageModifier:
      - 1.0
      - 1.0
      - 1.0
      - 1.0
      - 1.0
      - 1.0
      - 1.0
      - 1.2
      - 1.6
      - 0.0
    loftempsSet: [ 2 ]

I tried adding that as a rule set but it doesn't seem to change anything.

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