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Messages - peirceg

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31
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: May 09, 2020, 12:55:27 am »
I guess so basically. with movement only allowed inside the craft - would be a lot of CQC.

32
XPiratez / Re: Reaction vs Melee Enable
« on: May 09, 2020, 12:52:44 am »
Fantastic option, makes certain weapons that reduce TUs really useful now.

33
XPiratez / Re: Reaction vs Melee Enable
« on: May 09, 2020, 12:44:14 am »
So they will react to movement with a melee attack of their own if a unit just steps into melee range in their 90 degree front arc?

34
XPiratez / Re: Reaction vs Melee Enable
« on: May 09, 2020, 12:37:14 am »
So in the situation detailed above, which sounds wonderful btw, will they also react to you moving and coming into melee range if you move into melee range in their 90 degree arc (if they have high reactions), the three tiles directly in front of them with a melee attack-potentially before you do a melee attack?

35
XPiratez / Re: Reaction vs Melee Enable
« on: May 08, 2020, 04:26:26 pm »
Aliens react to movement already. Trying to stab someone in the back  or running past them should provoke a reaction but I digress.

36
XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: May 08, 2020, 04:24:54 pm »
I would love to see boarding. Launch a missile from a craft with a low speed high reload time which on hit "destroys" or "forces a landing", while still being in the air (blue tiles to represent air, I dunni). Mission could have a strict time limit and it could only really work with larger craft I suppose. Failing that a boarding pod launched from a base.

37
XPiratez / Re: Reaction vs Melee Enable
« on: May 08, 2020, 04:10:50 pm »
Will units also react to movement in tiles other than the one directly in front of them?

38
XPiratez / Re: Reaction vs Melee Enable
« on: May 08, 2020, 03:29:31 am »
By the way which hand does the game prioritise when making a reaction shot? Or is it random?

39
XPiratez / Re: Reaction vs Melee Enable
« on: May 07, 2020, 01:51:59 pm »
After building, I got this file OpenXcom.2010.vcxproj successfully built, where is the .exe? What should I do with this newly built file?

40
XPiratez / Re: Reaction vs Melee Enable
« on: May 07, 2020, 11:59:00 am »
Thank you! I will see if it works.

41
XPiratez / Re: Reaction vs Melee Enable
« on: May 07, 2020, 11:50:15 am »
I am seeing this at line 2012

int reactionChance = BA_HIT != originalAction.type ? 100 : 0;

What should I edit now?

42
XPiratez / Re: A thread for little questions
« on: May 07, 2020, 07:45:42 am »
Is there any way to control the direction of the turret on a small tank/vehicle without altering the facing the chassis and not firing?

43
XPiratez / Re: Reaction vs Melee Enable
« on: May 07, 2020, 07:12:18 am »
What lines do I need to edit for https://github.com/MeridianOXC/OpenXcom/blob/oxce-plus/src/Battlescape/TileEngine.cpp#L2012   ?

It was unfortunately never mentioned and I cant write c++ so I dont know where to look.

44
XPiratez / Re: Reaction vs Melee Enable
« on: May 06, 2020, 06:27:17 pm »
sorry had a bit of brainfar, its pretty late here. Thanks a lot for your help guys. I didnt like my melee units standing defenceless as they got whapped on by aliens in their turn.

45
XPiratez / Re: Reaction vs Melee Enable
« on: May 06, 2020, 06:16:46 pm »
All steps are correct except the quoted ones, don't delete the lines, just remove the comments from the code, other than the obvious comment at the start.

Comments are the // symbols.

https://imgur.com/a/KOpEddH

I am going to assume that this is now correct? I am going to assume with these edits units will not be able to reaction fire with their equipped weapons when engaged by enemies in melee?

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