Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Kzer-Za

Pages: 1 [2] 3 4 ... 10
16
OXCE Support / Re: Mana pool bar not drawn with correct color
« on: September 01, 2019, 02:22:18 pm »
Thanks!!!

17
OXCE Support / Re: Mana pool bar not drawn with correct color
« on: September 01, 2019, 01:42:13 pm »
Ah, yes, at first I installed the OXCE from AUR (version 5.5.2), and did not uninstal it when I started using a more fresh version, compiled manually. I thought specifying "-data" in command line would be enough. I'm uploading the "standard" diretory from there. I suppose, if I uninstall this old version, it should fix it?

18
OXCE Support Y-scripts / Re: Scripting basics
« on: September 01, 2019, 01:30:34 pm »
Great! :)

I have run into one problem after updating today to OXCE version 5.6.2 (v2019-08-28). You obviously fixed something, but I, not knowing that it was not supposed to work, relied on this in one mod (it even already found some users), it's the one about cloning Celatids, I asked you about it a lot earlier in this theme :)

So, I used this code:

Code: [Select]
      newTurnItem: |
        var ptre BattleUnit itemOwner;
        var int itemOwnerTUmax;
        var int timer;
        item.getOwner itemOwner;
        # unprime gemmae not held by a Celatid
        if eq itemOwner null;
          item.setFuseTimer -1;
        end;
        # spend time on cloning
        item.getFuseTimer timer;
        if eq timer 0;
          itemOwner.getTimeUnitsMax itemOwnerTUmax;
          div itemOwnerTUmax 2;
          itemOwner.setTimeUnits itemOwnerTUmax;
        end;
        return;

It worked before, but now I get these errors:

Code: [Select]
[01-09-2019_13-14-02] [ERROR] Can't match overload for operator 'BattleItem.getOwner' for:
[01-09-2019_13-14-02] [ERROR]   [ptre BattleItem] [var ptre BattleUnit]
[01-09-2019_13-14-02] [ERROR] Excepted:
[01-09-2019_13-14-02] [ERROR]   [ptr BattleItem] [var ptr BattleUnit]
[01-09-2019_13-14-02] [ERROR]   [ptre BattleItem] [var ptr BattleUnit]
[01-09-2019_13-14-02] [ERROR] Error in parsing script 'newTurnItem' for 'STR_CELATID_GEMMA': invalid operation in line: 'item.getOwner itemOwner;'

As far as I understand, now it's impossible to addres to a BattleUnit as a ptre from BattleItem. And I kinda need it to change the amount of TUs of the Celatid on the turn, on which it clones itself. The problem is I don't want them to spawn clones on exact turns 5, 11, ..., so during the "createItem", the fuse timer is randomized a little. I can't think of a way for a Celatid to get the fuse timers from the grenades it is carrying, that is why I went the other way and changed the TUs of the item owner from the item (grenade), since from the grenade I can get its timer.

So I was wandering how I can do it now?

19
OXCE Support / Re: Mana pool bar not drawn with correct color
« on: September 01, 2019, 12:02:10 pm »
I'm uploading the game directory. It's kept separately from the OXCE engine (the latter is in my home directory), while the game directory is on a separate drive for games. I launch it as this:

Code: [Select]
sh -c "/home/denis/opt/OXCE/openxcom -data /mnt/Data/Games/XCOM -user /mnt/Data/Games/XCOM"

I think there is no need to upload the engine? I did not make any changes to it before compilation, just followed the instructions from here: https://openxcom.org/forum/index.php/topic,7048.0.html

Edit by Meridian: attached file removed

20
OXCE Support / Re: Mana pool bar not drawn with correct color
« on: September 01, 2019, 11:32:31 am »
These weird GUI colors are not connected to rulesets :) It is a glitch in the Linux CLI tool "xwd" with which I take screenshots. Though until now I saw this yellow tint only in screenshots taken from Dosbox, while from OXCE xwd usually grabbed normal-colored screenshots. But anyway, in the game itself the colors are normal, this tint is observed only in screenshots, so it's definitely a glitch in xwd or in window manager.

21
OXCE Support / Re: Mana pool bar not drawn with correct color
« on: September 01, 2019, 09:55:06 am »
I deleted the options.cfg, so that the next time I launched the game it was created anew, with default settings. In settings I changed only resolution and enabled one mod, the one that adds mana. To avoid interference, it's a single rul file, with the changes to soldiers reduced to only adding mana. The whole code is this:

Code: [Select]
# General settings
mana:
  enabled: true
  battleUI: true
  trainingPrimary: false
  trainingSecondary: false
  replenishAfterMission: true
statGrowthMultipliers:
  mana: 0

extraStrings:
  - type: en-US
    strings:
      STR_MANA: "MANA"
      STR_MANA_POOL: "MANA POOL"
      STR_MANA_MISSING: "MANA MISSING"
      STR_MANA_RECOVERY: "MANA RECOVERY> {ALT}{0}"
      STR_NOT_ENOUGH_MANA: "Not Enough Mana!"
      STR_MANA_ABBREVIATION: "MAN"
      STR_MANA_CURRENT: "CURRENT MANA"
      STR_MANA_NORMALIZED: "NORMALIZED MANA"
      STR_COST_MANA: "mana"
      manaExperience: "Mana experience"
      manaRequired: "Mana required?"
      ToMana: "Mana dmg multiplier"
      RandomMana: "Mana dmg RNG?"
      mana: "Mana"
      manaRecoveryPerDay: "Mana per day"

soldiers:
  - type: STR_SOLDIER
    minStats:
      mana: 100
    maxStats:
      mana: 100
    statCaps:
      mana: 100

But the bar is still displayed empty.

22
OXCE Support / Re: Mana pool bar not drawn with correct color
« on: August 31, 2019, 11:40:18 pm »
I see you have version 5.6.2, I'll try updating tomorrow.

23
OXCE Support / Re: Mana pool bar not drawn with correct color
« on: August 31, 2019, 11:20:49 pm »
Well, I simply copied the options from here https://openxcom.org/forum/index.php?topic=7241.0 like this:

Code: [Select]
mana:
  enabled: true
  battleUI: true
  trainingPrimary: false
  trainingSecondary: false
  replenishAfterMission: true
statGrowthMultipliers:
  mana: 0

extraStrings:
  - type: en-US
    strings:
      STR_MANA: "MANA"
      STR_MANA_POOL: "MANA POOL"
      STR_MANA_MISSING: "MANA MISSING"
      STR_MANA_RECOVERY: "MANA RECOVERY> {ALT}{0}"
      STR_NOT_ENOUGH_MANA: "Not Enough Mana!"
      STR_MANA_ABBREVIATION: "MAN"
      STR_MANA_CURRENT: "CURRENT MANA"
      STR_MANA_NORMALIZED: "NORMALIZED MANA"
      STR_COST_MANA: "mana"
      manaExperience: "Mana experience"
      manaRequired: "Mana required?"
      ToMana: "Mana dmg multiplier"
      RandomMana: "Mana dmg RNG?"
      mana: "Mana"
      manaRecoveryPerDay: "Mana per day"

And of course, I also gave soldiers "mana: 100" in minStats/maxStats/statCaps. I simply wanted to first see it work before I have any ideas what I can use it for :) So at first I only saw it in New Battle, but after your question I started a new game, and yes, I see it in this new game too.

24
OXCE Support / [Solved] Mana pool bar not drawn with correct color
« on: August 31, 2019, 06:38:18 pm »
I always have mana bar displayed as empty, even though it's not (see the screenshot). Does anyone else have this problem?

Game version is 5.6.1 (v2019-08-03).

25
OXCE Support Y-scripts / Re: Scripting basics
« on: August 31, 2019, 02:24:11 pm »
1. Thanks, now I got it!

2, 3. That's great to hear! When (approximately) is it expected to be introduced?

26
Released Mods / Re: UFOpaedia-friendly Celatid [UNIT] [OXCE]
« on: August 30, 2019, 10:01:24 pm »
Thanks, I'l try that, when I get around to it in a couple of days.

27
OXCE Support Y-scripts / Re: Scripting basics
« on: August 30, 2019, 07:36:26 pm »
Sorry, but I have several questions again :)

1. How do I get the thickness of armor? I tried:

Code: [Select]
        var ptr RuleArmor armorRuleset;
        var int newArmor;

        unit.getRuleArmor armorRuleset;
        armorRuleset.getArmor 0 newArmor;

As far as I undestand, I have to specify the side, with 0 being the frontal armor. I also tried switching 0 and "newArmor" places, since I'm not sure about the order of the arguments, but it didn't work either.

2. How can I "truly" kill a unit the moment it is spawned? I mean, I can use "unit.setHealth 0;" in "createUnit", but the unit is spawned in alive state, and dies only when it is hit (even for 0 damage) or after the end of turn. Is there a way to kill it right off? I need it because I have a "createUnit" script that subtracts hitpoints depending on different conditions and in some cases I want a unit to be spawned dead.

3. Can I make a "createUnit" script affect only the units that are spawned during the combat, but not the "default" units that are supposed to be "prespawned" before the combat is started? I tried checking for "turn" variable, but these units are considered to be spawned during the turn 1. And this turn also covers the first player's turn as well as the first aliens' turn. And I need these turns to be treated as "during the combat" already. Could you think of a condition that would exclude these "prespawned" units?

28
Suggestions / Instant grenades exploding on dropping them
« on: August 29, 2019, 02:44:48 pm »
Currently instant grenades explode instantly only when you throw them. If they are dropped by moving them from inventory to the ground or due to the death of the unit holding it, they explode only at the end of turn. Would it be possible to make them instant when they are dropped?

29
Help / Re: How to override non-empty spawnUnit?
« on: August 29, 2019, 11:50:46 am »
That simple! Thanks! :)

30
Help / How to override non-empty spawnUnit?
« on: August 29, 2019, 07:22:22 am »
I'm experimenting on something and temporarily need to disable Zombies from spawning Chryssalids. I tried "spawnUnit: -", "spawnUnit: null", and "spawnUnit: []", but they keep spawning Chryssalids. How do I override and disable it (short of editing the original units.rul)?

Pages: 1 [2] 3 4 ... 10