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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.
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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:
Sorry for my bad English.
- 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;
Correct me if I'm wrong, but I believe this should be in bug reports...
Do I understand it correct that I can disassamble the standard headquarter if a virtualized headquarter is build?
1/ XCF is not the master (xcom1 is master)
2/ use 2 spaces for indentation, not 4Code: [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
The item's bigSprite is missing.How do I do that?
items:
- type: STR_BREEDING
bigSprite:
mod: master
index: 297
weight: 0
invWidth: 2
invHeight: 3
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.
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.
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
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".
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.