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Messages - peirceg

Pages: 1 2 3 [4] 5
46
XPiratez / Re: Reaction vs Melee Enable
« on: May 06, 2020, 05:57:20 pm »
Just want to confirm, because I am very new to this,

1.Create a fork on github for this https://github.com/OpenXcom/OpenXcom/blob/master/src/Battlescape/MeleeAttackBState.cpp#L171
2. Delete lines 171-175 then commit those changes
3 Follow instructions here about compiling https://openxcom.org/forum/index.php/topic,7048.0.html

Replace stage 2 here with the link to my newly forked version ;

"1. Download, install and update Visual Studio 2019 Community Edition: https://visualstudio.microsoft.com/downloads/
2. Clone OXCE repo: https://github.com/MeridianOXC/OpenXcom.git
3. Download and extract the pre-compiled dependencies (into repo's root): openxcom-deps-win-vc2017-newest.zip
4. Open solution "src/OpenXcom.2010.sln"
5. Click "Build" from menu or toolbar"

4. Compile then overwrite with the newly compiled OXCE into my xpiratez folder.

47
XPiratez / Re: Reaction vs Melee Enable
« on: May 06, 2020, 05:12:30 pm »
I couldnt find the MeleeAttackBState.cpp file in my xpiratez download folder. I am going to assume that I need to download a seperate OXCE from somewhere?

48
XPiratez / Re: Reaction vs Melee Enable
« on: May 06, 2020, 04:21:32 pm »
Thank you very much! How can I incorporate this into my game? What files do I have to edit? Sorry for being a newb.

49
XPiratez / Reaction vs Melee Enable
« on: May 04, 2020, 09:15:07 am »
Is there any way for to enable reaction shots/strikes with melee weapons against melee weapon strikes? A nice simple edit somewhere?

50
XPiratez / Truck Turrets
« on: January 20, 2020, 03:03:42 pm »
How can I get the Truck vehicles to spawn two turrets in the correct place? What Co-ords would I have to place them?

thx.

51
XPiratez / Re: Explosion Height
« on: January 07, 2020, 03:40:36 am »
thanks!

52
XPiratez / Re: Explosion Height
« on: January 05, 2020, 03:41:04 am »
Thanks, I was ctrl f looking for battleExplosionHeight: andi couldnt find it in the piratez rul file. Which file do i need to edit? thanks

53
XPiratez / Explosion Height
« on: January 04, 2020, 06:21:24 pm »
Is there anyway to change the rules for explosion height? I tried editing the options for openxcom but it just resets it every time i start up xpiratez.

54
XPiratez / Re: A thread for little questions
« on: December 28, 2019, 07:35:17 am »
How do i get voodoo initiation? i tried looking it up on the tech tree but no joy there!

55
XPiratez / Let the AI take control of your soldiers.
« on: December 17, 2019, 03:00:57 pm »
Is there any way to get the AI to control your troops through debug mode or somesuch?

56
OXCE Suggestions Abandoned / Re: Extended reaction fire
« on: December 13, 2019, 12:13:23 am »
Hate to be a noob, but which folder do i put the files in? im assuming the the mods folder?

57
XPiratez / Re: [MAIN] XPiratez - K2 - 2 Nov - Ice Ice Cool
« on: December 08, 2019, 11:19:02 pm »
can anyone dm me a link for the latest build of the mod plz? i know its officially down.

58
XPiratez / Re: Uses of the riot grenade?
« on: May 14, 2019, 07:18:22 pm »
Riot grenades are also good as you can pre-prime, but won't explode if you drop them! 

59
XPiratez / Re: Allow melee to be reaction able.
« on: April 20, 2019, 03:08:17 pm »
shift tank reaction shots to autofire with  a burst value of 1.

60
XPiratez / Re: Allow melee to be reaction able.
« on: April 20, 2019, 02:21:47 am »
We know the mod ATM only allows snapshot to reaction.  You could just take away the snap function from rocket launchers and replace with surefire with a burst of 1. You could do this with a variety of weapons but leave the snap on certain things like swords to reflect parry /riposte.


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