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Messages - Thermite

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61
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 30, 2020, 12:50:31 am »
Minor complaint: every time a cross drops, it isn't salvaged. So I will never be able to have my army of battle clerics.

62
OXCE Support Y-scripts / Re: [Script] Handcuffs
« on: April 30, 2020, 12:45:08 am »
This script makes it possible to fully use the handcuffs - each prisoner becomes stunned forever and does not die from overstun. The idea of ​​handcuffs is taken from the X-Piratez mod: this is a medikit with one charge of the stimulator, which can only be used on stunned bodies. After use, the handcuffs disappear from the player’s inventory.
Code: [Select]
items:
  - type: STR_HANDCUFFS
    medikitTargetImmune: true
    medikitTargetMatrix: 21
    stimulant: 1
    stunRecovery: 0 #no matter what value is here - script overrides it
    isConsumable: true
    costUse:
      time: 75
      energy: 10
    tags:
      HANDCUFF_STRENGTH: 1

extended:
  tags:
    RuleItem:
      HANDCUFF_STRENGTH: int
    BattleItem:
      ITEM_HANDCUFF_STRENGTH: int
    BattleUnit:
      IS_HANDCUFFED: int
  scripts:
    createItem:
      - offset: 1
        code: |
          var ptr RuleItem itemRuleset;
          var int strength;
         
          item.getRuleItem itemRuleset;
          itemRuleset.getTag strength Tag.HANDCUFF_STRENGTH;
         
          if gt strength 0;
            item.setTag Tag.ITEM_HANDCUFF_STRENGTH strength;
            debug_log "item.setTag.ITEM_HANDCUFF_STRENGTH: " strength;
          end;
          return;         
    healUnit:
      - offset: 1
        code: |
          var int strength 0;
          var int NewStun;
         
          item.getTag strength Tag.ITEM_HANDCUFF_STRENGTH;
          debug_log "item.getTag.ITEM_HANDCUFF_STRENGTH: " strength;
          if gt strength 0;
            target.setTag Tag.IS_HANDCUFFED 1;
            debug_log "target.setTag.IS_HANDCUFFED: " 1;
           
            target.getStunMax NewStun;
            target.setStun NewStun;
            debug_log "target.setStun: " NewStun;
          end;
         
          return;
    newTurnUnit:
      - offset: 2
        code: |
          var int IsHandcuff;
          var int NewStun;
         
          unit.getTag IsHandcuff Tag.IS_HANDCUFFED;
          debug_log "unit.getTag.IS_HANDCUFFED: " IsHandcuff;
         
          if gt IsHandcuff 0;
            unit.getStunMax NewStun;
            unit.setStun NewStun;
            debug_log "unit.setStun: " NewStun;
          end;
          return;
Sorry for my bad English.

OwO
Solarius, I think this would be a nice addition to XCF...

63
The X-Com Files / Re: Door isn't a door
« on: April 30, 2020, 12:38:04 am »
Correct me if I'm wrong, but I believe this should be in bug reports...

I didn't think it was a bug, more of a mistake while making the map tileset.

64
The X-Com Files / Re: (Virtualized) Headquarters
« on: April 30, 2020, 12:36:26 am »
Do I understand it correct that I can disassamble the standard headquarter if a virtualized headquarter is build?

 The virtualized headquarters has the following facilities: bio lab, AI core and intelligence centre. Meanwhile the average headquarters has only the bio lab and the intelligence centre. So, yes, you can, you don't need to, but you can. You can also build over the previous headquarters, if you so wish.

65
The X-Com Files / Door isn't a door
« on: April 28, 2020, 02:50:41 am »
This building's blue "door" that goes to the bathroom isn't exactly a door, but something akin to those curtains that you can go through.

66
Suggestions / Crashes
« on: April 27, 2020, 01:44:54 am »
I don't know if you ever considered this, but I think it would be nice if, instead of asking every time for the user to send certain files and what not every time the game crashes, you generated a .zip file that would contain a copy of the log, a copy of the savefile that is being used and a list containing what mods are being used by the player?
The mods don't necessarily need to be annexed to the file automatically, just a list containing the mods's metadata info.

67
Troubleshooting / Screenshots
« on: April 27, 2020, 01:40:44 am »
So, I am having a problem right now, I don't know why, but I can't take screenshots with print screen, because what happens is that, although a print screen is generated, OpenXcom isn't on focus, even though the game shows on my screen. So could there be a way to make so that, when a key is pressed, a screenshot is generated and saved on the documents folder?

68
OXCE Support / Re: SEGMENTATION FAULT!
« on: April 25, 2020, 10:45:22 pm »
1/ XCF is not the master (xcom1 is master)
2/ use 2 spaces for indentation, not 4

Code: [Select]
items:
  - type: STR_BREEDING
    bigSprite:
      mod: x-com-files
      index: 297
    weight: 0
    invWidth: 2
    invHeight: 3
  - type: STR_BREEDING_RAT
    bigSprite: { mod: x-com-files, index: 297 }
    weight: 0
    invWidth: 2
    invHeight: 3

thanks!

69
OXCE Support / Re: SEGMENTATION FAULT!
« on: April 25, 2020, 10:15:36 pm »
The item's bigSprite is missing.
How do I do that?
When I used:
Code: [Select]
items:
  - type: STR_BREEDING
    bigSprite:
        mod: master
        index: 297
    weight: 0
    invWidth: 2
    invHeight: 3

It still gave the same problem.
O_o

70
OXCE Support / Re: SEGMENTATION FAULT!
« on: April 25, 2020, 05:18:43 am »
Haven't read the bible section on ufoPaedia type id's, but that's where I think you're error is. Might want to do some digging.
Solarious said to use type 4.
*A*

71
OXCE Support / Re: SEGMENTATION FAULT!
« on: April 25, 2020, 02:46:33 am »
Where are the attachments? Either way, based on the fact that it is a seg-fault, my guess is a bad index number or something similar. But no way to know without the mod attached and I don't see it.

Did in a haste, sorry.
I removed the XCF mod folder, because it was taking forever to upload.
Edit: XCF version is 1.3.2 (or commit dd39380a if you use git).

72
OXCE Support / [Solved] Segmentation fault (bigSprite was missing)
« on: April 25, 2020, 02:04:02 am »
So, see attachments.
There you will find the log, mods I used and my save file on the "crash.zip" file.
I am working on a submod for XCF and, when the research "Breeding" is completed and I click on "show report" it crashes.
Could I be doing something wrong as a modder?

Edit: sorry for all caps, I am freaking out.

73
The X-Com Files / Re: A few problems I noticed
« on: April 25, 2020, 01:49:44 am »
6.4.2 is the latest release version, but it is not the latest version available, 6.4.4 is: https://lxnt.wtf/oxem/#/Extended

That explains things

74
No. The standard folder is only for recreating the original game and the UFOExtender/XComUtil features. Any features OXCE adds will have to be activated by a mod in the users folder. In other words, almost nothing in OXCE is activated "by default".

I see...
Thanks

75
The X-Com Files / Re: A few problems I noticed
« on: April 21, 2020, 02:30:43 pm »
No, pretty sure the problem is fixed. It's been for some time. Your OXCE version is not up to date.

The strings should be fixed now, courtesy of Emil J. Schroeder.

The RedOps code dates back before paperdoll vision was a thing and also examination articles... I just have to refactor it.

It is 6.4.2
It is the latest version, basically.
I was using an experimental version of XCF, though

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