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Messages - robin

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1
Help / AI unit immune to zombification?
« on: Today at 12:16:08 am »
Are AI units (both civilian and hostile) hardcoded immune to zombification?
Tried to I explicitly define
Code: [Select]
zombiImmune: false, but still immune.
What am I missing?
Thanks

edit: hostile only. civilian are zombified as expected

3
Help / Re: globe areas ?
« on: April 18, 2024, 12:09:46 am »
Thanks!
What misled me is that areas can be outside the region, example exit zone (zone 5) for a region has areas all over the globe. But it makes sense now.

4
Help / globe areas ?
« on: April 17, 2024, 10:56:45 pm »
What are the areas marked in the screenshot?
regions are clear.
zones are also clear.
but areas I don't understand: where are they defined? how are they used?

5
OXCE Bugs / Re: Zigzag?
« on: April 12, 2024, 10:27:10 pm »
The tall grass affects movement cost. It is an object-type MCD on top of the floor MCD: the movement cost of the two MCDs stacks (I dare to say that's how it works), meaning higher movement cost on those tiles.
I think the pathfinding is zigzaging to avoid the tall grass to optimize movement cost.

So the pathfinding should be tested on a map with a "pure" floor made of one single MCD (floor-type tiles can have different costs too).

6
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.28.3
« on: April 11, 2024, 11:27:32 pm »
new version up, 0.28.3

7
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.28.2
« on: April 11, 2024, 12:09:52 am »
new version up, 0.28.2
* refurbished and streamlined TEMPLE terrains and maps.

8
Help / accuracy % on fire cursor
« on: April 09, 2024, 10:47:55 pm »
In my mod I use UFOExtender accuracy because I want to display the accuracy % on fire cursor.
It removes the need to reopen the shooting menu to check current accuracy.
Is helps the player understand when trying to shoot a out-of-LoS target (accuracy is halved).

However I'm not interested in the actual features of UFOExtender accuracy (range-based accuracy and all that).
As a result, I have to set to all firearms:
Code: [Select]
aimRange: 999
snapRange: 999
autoRange: 999

It is absolutely not a big deal! (in fact, I'm already doing it), but I wonder if there is a simpler way to activate the % on firing cursor.

9
So, I have added some new attributes to alien mission ruleset.
The main attribute is "operationType", which says if it is an Earth-based operation or not.

Possible values:

 - 3 = AMOT_REGION_NEW_BASE_IF_NECESSARY = use an existing alien base in the mission region, if there is none, create a new one
 - 5 = AMOT_EARTH_NEW_BASE_IF_NECESSARY = use any existing alien base, regardless of region, if there is none, create a new one (in the mission region)
 - 6 = AMOT_EXISTING_BASE_HUNT_MISSION = don't do anything = use the already assigned base that spawned this mission


Doubt:
Do these work only for alienMissions created from genMission, or also for alienMissions created by missionScripts?

edit: I guess this is a dumb question, values 3 and 5 must work with missionScripts otherwise it would make no sense.

10
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.25.6
« on: April 09, 2024, 10:24:25 pm »
Great news!
It's a really cool and unique project which deserves more visibility.
thanks!

----

new version up, 0.28.1

0.28.1
* don't remember but more tweaks.
0.28.0
* restored fake UFOextender accuracy, needed for cursor.
* overhauled economy and manufacturing.
* fixed all research costs.
0.27.1
* removed UFOextender accuracy stats, they weren't needed anyway
* UFOextender accuracy not enforced anymore.
0.27.0
* tweaked and rearranged, constants and difficulty settings.
* deprecated startingTime_apoc.rul, settings copied to vars_apoc.rul.
0.26.1
* new HE explosion animation, take 2.
* fix: Cult units now recoverable as supposed to.
* added melee miss animation.
* added Stun Knuckles melee weapon.
* significantly reduced num of UFOs in alienMissions.
0.26.0
* tweaked OFFICE POLICE terrain.
* melee hit animation.
* stun net changed to normal explosion.
* slash hit animation.
* fix: some WASTELAND MCDs.
* fix: added INTERWIN_CRAFT_PEGASUS missing interwin.
0.25.7
* acid explosion animation.
* shock explosion animation.

11
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: March 29, 2024, 08:43:11 pm »
Where should `recoverCorpse` be defined? The corpse item or the live unit item? (Both?)

12
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.25.6
« on: March 29, 2024, 08:42:11 pm »
it feels good to see this mod is still worked on after all these years, may I ask how much is left to do so thsi mod reach 1.0
Thanks ;D
Content-wise I'm almost done, I dare to say. I'm currently doing a playthrough to test the gameplay and fix the countless bugs.

13
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.25.6
« on: February 05, 2024, 12:33:55 am »
new version up, 0.25.6

14
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.25.5
« on: January 26, 2024, 10:41:35 pm »
Thanks! Will include it in next version

15
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.25.5
« on: January 14, 2024, 10:29:59 pm »
new version up, 0.25.5

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