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OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: July 21, 2015, 07:24:30 pm »I don't even know what the instant medikit is; and never used "RandomType" anywhere ever. I just switched to Extended, and the -literally- only feature I'm using is the one for overriding the alien base construction. This is the medikit in question, it is the exact copy of the vanilla medikit (changes marked with "**"):"RandomType": you misquote me, that text was for civilian.
- type: STR_MEDI_KIT2
size: 0.1
costBuy: 3500 **
costSell: 2625 **
weight: 5
bigSprite: 464 **
floorSprite: 464 **
handSprite: 464 **
battleType: 6
invWidth: 1
invHeight: 2
painKiller: 10
heal: 10
stimulant: 10
woundRecovery: 1
healthRecovery: 3
stunRecovery: 4
energyRecovery: 10
tuUse: 10
flatRate: true
See attached images. Taken with slow animations activated. Left launcher has 2 missiles, right has 1. As you can see, none of them gets drawn at all, you can't see anything flying towards the ufo.
So the issue actually is not that the first missile isn't drawn, but that during the very first seconds of air combat *nothing* (the cannon doesn't seem affected though, only missiles. duh, this is so strange) gets drawn.
-- edit: it also seems, to me, that the "invisible" missiles don't do any damage/never hit the ufo.
In the following days I'm going to switch back to vanilla OXC to test on there.
And for medikit, I finally find bug in it, logic was right but I forget to init it in rule object and this get random value. In my test env I always get 0 that was correct value.
For missiles. Do you have same behavior with stock interceptors? It could be caused by rule sets. If I get ruleset that cause this I could easy fix it.