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Messages - nooblord

Pages: 1 [2]
16
OpenXcom Extended / [Suggestion] Default Terrain
« on: August 04, 2022, 09:39:41 am »
Hello, I wish to suggest a feature that could benefit all modders.

In playing mods like XCF and XPiratez, sometimes the mission can spawn on a texture having no terrain, thus the mars terrain is always the one used to replace of all the missing maps in the mission. Thus this can ruins the show or mission.

I propose of having a defaultTerrain feature in mapscript. If the mapscript encounters a texture having no terrain, the defaultTerrain would be used instead.

Sample code

  - type: DESERTSAMPLE
    commands:
    - type: addUFO
      defaultTerrain: URBAN #If texture has no terrain then URBAN is used instead.
    - type: addCraft
      defaultTerrain: URBAN #If texture has no terrain then URBAN is used instead.
    - type: addBlock
      size: 2
      executions: 3
      defaultTerrain: URBAN #If texture has no terrain then URBAN is used instead.
    - type: fillArea
      defaultTerrain: URBAN #If texture has no terrain then URBAN is used instead.

17
OpenXcom Extended / Re: [Suggestion] Monthly purchase limit
« on: July 22, 2022, 02:48:02 am »
Dynamic Economy and micromanagement in the game are mutually not related.  It allows the enabling of certain special material or goods available some day and some not. 

18
OpenXcom Extended / Re: [Suggestion] Monthly purchase limit
« on: July 21, 2022, 03:27:08 pm »
Dynamic economy, fluctuating prices, etc. have already been rejected in a different thread.

This thread is about fixed prices and a monthly limit on the number of items.

There is not much fun in playing a mod, if you pretty much knew what to expect.  It is the unpredictability that makes even a modder want to play their own mods.

Then again, a feature like this would have little chance of being implemented.  I am not holding my breath at seeing it one day.

19
OpenXcom Extended / Re: [Suggestion] Monthly purchase limit
« on: July 21, 2022, 10:29:56 am »
I would too like to see such a feature. With a fluctuating price range on the items and random availability per day.

20
Recycle Bin / Re: Skybuck's Plans for OpenXCom (youtube video)
« on: March 21, 2022, 12:57:58 pm »
What is it that you are trying to achieve? If you want to contribute, just open a pull request to Meridian or Yankes for OXCE. If you are trying to create a fork for OXC and create your own new brand of OXCE, well, a lot of modders do prefer OXCE because of its already vastly available new features. So far, you have been showing off something or spamming.

21
Thanks for all the reply. I will check it out

22
I am struggling to understand of your sentence here. If a car is stopped (ufo landed) then it is logical for a mission to automatically start. If a car is moving and without weapons, if the craft is faster than the car, it will force the ufo (theoretically) to a stop.

23
Hi, not sure if this is the right place in the forum to ask this question. Is it possible to skip ufo interception completely, if an ufo, take a civilian car for example, with no weapons, is intercepted by a skyranger and this automatically trigger a battlescape mission?

24
No, I need this for a different reason.  Like you retreat from a UFO mission and then do another one close by.

25
Hi, I want to ask is it possible for a craft to continue onto another mission after you complete of a short mission, instead of it automatically return to base?

26
That is a bit complicated for me thanks for the explanation.

27
Hi, new to the event modding, I like to know if events can spawn a mission via eventscript?

28
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: February 05, 2022, 09:06:39 pm »
For Base Facilities preview, any thoughts on expanding this into missions can be launch from the Base itself? E.g Invisible Alien Infiltration and you have to sniff them out?

29
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: February 05, 2022, 08:40:34 pm »
Thank you!

30
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: February 05, 2022, 07:56:18 pm »
Hi, any code syntax or reference to use a different custom map?

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