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Messages - Finnik

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196
Help / Re: Limiting the weapon a soldier can carry
« on: February 18, 2022, 10:43:44 pm »
Not sure if I can understand how to get `GeoscapeSoldier`'s tag from the unit then...

197
OpenXcom Extended / Re: [Documentation] [Feedback] Map Editor
« on: February 16, 2022, 11:22:02 pm »
Looks like Map Editor with it's current release is not compatible to recent OXCE version. For instance, it fails to load the mod with recently changed `aggroSound: []` property, that was changed to an array.
Any chance Map Editor would be updated to handle that?

198
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: February 14, 2022, 07:07:44 pm »
To use it you need define new tag similar to other tags but it not used like other ones:
Code: [Select]
extended:
  tags:
    RuleItem:
      ITEM_NV_GOGGLES: int
    BattleUnitVisibility:
      VISIBILITY_NV_GOGGLES: int
  scripts:
    visibilityUnit:
      - offset: 3
        code: |
          var int itemA;
          var int itemB;
          var int targetShade;
          var ptr BattleItem item;
          var ptr RuleItem type;
         
          #get info about left hand item
          observer_unit.getLeftHandWeapon item;
          item.getRuleItem type;
          type.getTag itemA Tag.ITEM_NV_GOGGLES;
           
          #get info about left hand item
          observer_unit.getRightHandWeapon item;
          item.getRuleItem type;
          type.getTag itemB Tag.ITEM_NV_GOGGLES;
          if eq visibility_mode null; #default visibility
           
            #if left or rigth item have NV bonus
            if or eq itemA 1 eq itemB 1;
              target_unit.getTileShade targetShade;
              if gt targetShade 9;
                add current_visibility 48; #16*3 = 3 tiles better visibility in dark
                set visibility_mode Tag.VISIBILITY_NV_GOGGLES; #toggle to NV mode
              end;
            end;
          else eq visibility_mode Tag.VISIBILITY_NV_GOGGLES; #assume that other script already set "NV" mode, we only add small bonus in that case
            if or eq itemA 1 eq itemB 1;
              add current_visibility 16;
            end;
          end;
         
          return current_visibility visibility_mode;

Thank you very much!

199
Help / Re: Script on Missed shots
« on: February 14, 2022, 02:14:32 am »
Currently you can't check changes in tiles, even if I would expose all required data you still could not see as you can't have value to compare to detect change.

For Finnik fork, I do not know if it have more script (as y-script not other things named "scripts") options than OXCE.

Sorry for necroposting.

I don't dare to add more hooks =) If I will make some (and I think if I will do it would be about geoscape) - I will for sure try to contact OXCE devs about consultation and their spiritual support, especially from Yankes.  And I think it would be good to have it merged to OXCE. I do, however, some differences compared to OXCE because they are related to my engine specific features, like loyalty. Still, those features are tiny.

200
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: February 14, 2022, 12:34:40 am »
Can AI use sprint if this option is on for the player?

201
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: February 13, 2022, 02:15:52 am »
This do nothing if you do not add new tags for this, idea was you can define different and each script can interact with each other based on this value, like you have normal visibility bonus script but it should not work for infrared visibility. This value allow to check if you should apply bonuses or not.

Thanks, I think I get the basic idea, but I cant figured out the proper syntax  for that. Could you pls provide a script example of this? Like for instance, how do I apply a bonus to night vision, that comes from soldier bonus tag?

202
I do, and I think as researches are a very common way to affect campaign, some other modders might need it as well.

I think `increaseCounter: ALIEN_TECHNOLOGY` and `decreaseCounter: TIME_BEFORE_ALIEN_RAMPAGE` would be nice.

203
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: February 12, 2022, 08:40:39 pm »
How do I use this?
Code: [Select]
Name: visibility_mode                         var       BattleUnitVisibility.Tag

Sorry, the description is not obvious...

204
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: February 12, 2022, 07:25:33 pm »
I'd say "allowLanding: false" is a direct instruction, that this craft has nothing about battlescape, thus no need to have a preview.

205
Ok, I got your point, thanks!

206
How do you think, can we affect those variables with research discovery?

207
But can you explain what are those cases?

And also, probably I just don't get how mission zones works for terror-like missions. Those regions are used only in one mission, here is a syntax for it:

Code: [Select]
  - type: RESISTANCE_SCIENTIST #FIXME add more nodes
    missionZones:
      -
        - [12.36, 16.56, -62.81, -61.09, -6]
        - [39.21, 45.82, -53.18, -51.39, -6]
        - [54.49, 58.75, -59.27, -57.66, -6]
        - [97.42, 105.42, -55.86, -53.78, -6]
        - [283.84, 286.55, -49.06, -46.41, -6]
        - [295.38, 295.38, -45.2, -45.2, -6]
        - [233.73, 241.01, -54.72, -50.6, -6]
        - [272.3038, 282.3038, -40.27409, -38.12594, -6]
Do I need to make it like this?
Code: [Select]
  - type: RESISTANCE_SCIENTIST #FIXME add more nodes
    missionZones:
      -
        - [12.36, 16.56, -62.81, -61.09, -6]
        - [39.21, 45.82, -53.18, -51.39, -6]
        - [54.49, 58.75, -59.27, -57.66, -6]
        - [97.42, 105.42, -55.86, -53.78, -6]
        - [283.84, 286.55, -49.06, -46.41, -6]
        - [233.73, 241.01, -54.72, -50.6, -6]
        - [272.3038, 282.3038, -40.27409, -38.12594, -6]
      -
        - [295.38, 295.38, -45.2, -45.2, -6]

208
I guess I'm missing some point of the change. Defining the areas for terror-alike missions is great, but I got this:
Code: [Select]
[12-02-2022_16-00-17] [WARN] Mixed area types (point vs non-point), region: RESISTANCE_FARM_START_ZONE, zone: 0, area: 2
[12-02-2022_16-00-17] [WARN] Mixed area types (point vs non-point), region: RESISTANCE_FARM_START_ZONE, zone: 0, area: 5
[12-02-2022_16-00-17] [WARN] Mixed area types (point vs non-point), region: RESISTANCE_SCIENTIST, zone: 0, area: 5

So what? It looks like it still working for me... Output is not clear, do I need to remove points?

209
The X-Com Files / Re: [submod] X-Com Files Medical Rework
« on: February 11, 2022, 06:54:23 pm »
I'd disagree, I think weights is one of the most balanced thing in XCF.

210
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: February 09, 2022, 12:56:37 am »
the `bleedImmune` default for summoned player units is true;
you can manually set it to false on their armor;
then it will work

Code: [Select]
bool BattleUnit::isWoundable() const
{
return !_armor->getBleedImmune(!(_type=="SOLDIER" || (Options::alienBleeding && _originalFaction != FACTION_PLAYER)));
}

Thank you very much!

Another question, I'm sure it's a pretty newbie one. I am not sure how it supposes to work, but it looks like enemy units ignore patrol node connections. For instance, I created several zones and I want enemy units to stay there. So i made patrol nodes disconnected, but it does not help at all. What actually node connections do?
I remember playing vanilla, and I think on many crafts high rank aliens were waiting me inside the UFO at the second floor. How should I isolate them in this case?

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