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Messages - Keth01

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16
Help / Re: Linking Items to Armor
« on: April 21, 2018, 04:04:19 am »

Nice :)

Since i'm thinking of either a 'dedicated hand' on power armour that is the armour's signature weapon rather than a gauntlet or a belt/backpack shield generator item, taking up inventory isn't an issue :)

17
Help / Re: Linking Items to Armor
« on: April 20, 2018, 04:17:34 pm »

No problem, I'm doing my stuff in OXCE+ now :)

Does the item take up an inventory slot if you apply this?

18
Tools / Re: MAPVIEW upgrade
« on: April 20, 2018, 03:10:44 pm »

I was sure I was, but purging and installing off your link instead of mine has fixed literally everything. Clearly I goofed. Thanks so much for your help!

19
Help / Linking Items to Armor
« on: April 20, 2018, 01:41:20 pm »

I noticed a mention on the Piratez board of some items being 'glued' to certain armours? How does that work syntax-wise? (Apologies of this is a dumb question but google wasn't helpful).

20
Help / Re: Minor Sprite Issue
« on: April 20, 2018, 04:27:31 am »

That was it :) Copy-paste issue from another item I was using as a base for the code. Thank you!

21
Tools / Re: MAPVIEW upgrade
« on: April 20, 2018, 01:45:29 am »

For some reason it's not showing 'AllowBringToFront' as an option on the screen you suggested...

22
Help / Minor Sprite Issue
« on: April 19, 2018, 11:16:25 am »
Hi there,

A weapon bigsprite I've modded in is displaying off-centre in the inventory slot for the hand and the selection window on the main battlescape view, but oddly if you move it down to the ground in inventory it aligns with the grid just fine.

As the image is, ah, borrowed from FMP I'm pretty confident the image itself is not to blame, and all the other causes for the problem I can think of would affect all display locations equally.

But I thought I'd step past my own ignorance and ask if anyone has encountered this issue before?

23
Offtopic / Pixel Artists
« on: April 18, 2018, 10:54:01 am »

Does anyone know of any pixel artists who do commissions and are mildly familiar with the XCOM art style?

24
Help / Re: Limiting access to some armours?
« on: April 18, 2018, 07:57:50 am »
That's beautifully straightforward. Thanks guys!

25
Resources / Re: [ARMOR] [GRAPHICS] Alternate Suit
« on: April 17, 2018, 01:24:28 pm »
A long shot I know, but did anyone ever do an inventory paperdoll for these? They'd make an outstanding look for XCOM androids...

26
Help / Limiting access to some armours?
« on: April 17, 2018, 01:19:22 pm »
Hi all,

I'm mulling over having constructable android soldiers in my mod who are recruitable after certain research is unlocked. To balance them and add uniqueness I was thinking of building a lot of their abilities into their armour stats (and thus preventing them from wearing other armour as a balancing strategy).

Is there an elegant way to accomplish this in any of the current builds?

27
Tools / Re: MAPVIEW upgrade
« on: April 14, 2018, 08:54:53 am »

Okay, I've got it starting again, which is progress. But none of the 'right click' functions (such as viewing/editing tilesets or starting a new map) are working, nor am I able to change level in the main window unless I close the tile view and top view.

I'm only mentioning this on the off chance that these particular errors shed some light on the problem?

28
Released Mods / Re: Deep Aliens Mod [RESOURCE] [ABANDONED]
« on: April 13, 2018, 11:51:36 am »

I missed it next to the screen shots sorry! Double-checked too. I clearly need another coffee. Thank you!

29
Released Mods / Re: Deep Aliens Mod [RESOURCE] [ABANDONED]
« on: April 13, 2018, 11:40:19 am »
Hi, are these files available for download anywhere now that the mod portal is no more?
They'd save me a great deal of wheel-reinventing if so!

30
Help / Map script commands
« on: April 11, 2018, 08:59:28 am »

I'm educating myself on how map scripts work by looking at existing ones in combination with the ruleset references on the wiki. It's going well but some of the parameters aren't well explained.

Using the alien base script from vanilla as an example, I'd really appreciate it if someone who groks these things could explain how the 'size' and 'freqs' parameters work?

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