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Topics - robin

Pages: [1] 2 3 ... 10
1
Help / OXCE, research: requires + cost ?
« on: December 28, 2024, 04:25:14 pm »
Defining both "requires" and "cost" (cost != 0) on a research topic is not allowed.

How should I define the Dimensional Probe research topic:

 - at least one UFO must be researched (each UFO "unlocks" STR_DIMENSIONAL_PROBE).
 - STR_ALIEN_CONTROL_SYSTEM, STR_ALIEN_POWER_SOURCE and STR_ALIEN_PROPULSION_SYSTEM must be all researched.
 - the research topic itself has a cost.

It the only way to split it in two research topics?

Current ruleset:

Code: [Select]
  - name: STR_DIMENSIONAL_PROBE # fake craft
    cost: 120
    points: 10
    requires:
      - STR_ALIEN_CONTROL_SYSTEM
      - STR_ALIEN_POWER_SOURCE
      - STR_ALIEN_PROPULSION_SYSTEM
    dependencies:
      - STR_UFO_ABDUCTOR
      - STR_UFO_AGGRESSOR
      - STR_UFO_ASSAULT_SHIP
      - STR_BATTLESHIP
      - STR_UFO_BOMBER
      - STR_UFO_CARRIER
      - STR_UFO_INCURSOR
      - STR_UFO_MOTHERSHIP
      - STR_UFO_PROBE
      - STR_UFO_SCOUT
      - STR_SUPPLY_SHIP
      - STR_TERROR_SHIP
    needItem: false

Thanks

2
Help / psiSkill for all hidred soldiers set at minimim
« on: December 27, 2024, 03:40:19 pm »
I noticed that, in my mod, all new soldiers have psiSkill set to the minimum value 15; the value should range from 15-30 instead.
This affects both the initial soldiers and the soldiers that you hire.

Mod is here: https://openxcom.org/forum/index.php?topic=3319.0
To reproduce, start a new game and check soldiers stats and hire soldiers.

The 0.30.4 mod ruleset (soldiers_apoc.rul) modifies/overrides the default STR_SOLDIER. I also tried to delete STR_SOLDIER and define a whole new STR_SOLDIER but I get the same result.
The mod also forces:
 * Psionic training at any time
 * Psi-Strenght Evalutation
Don't know if relevant

Could you help me solve this issue?

Code: [Select]
soldiers:
  - type: STR_SOLDIER
    costBuy: 60000
    costSalary: 25000
    minStats:
      tu: 60
      stamina: 50
      strength: 30
      psiStrength: 15
      psiSkill: 15
      melee: 40
    maxStats:
      tu: 70
      firing: 60
      throwing: 70
      psiStrength: 40
      psiSkill: 30
      melee: 60
    trainingStatCaps:
      tu: 80
      stamina: 80
      bravery: 80
      reactions: 80
      firing: 80
      throwing: 80
      strength: 80
      psiStrength: 80
      psiSkill: 80
      melee: 80
    statCaps:
      tu: 100
      stamina: 100
      bravery: 100
      reactions: 100
      firing: 100
      throwing: 100
      strength: 100
      psiStrength: 100
      psiSkill: 100
      melee: 100
    # avatar stuff:
    armorForAvatar: STR_NONE_UC
    avatarOffsetX: 67
    avatarOffsetY: 47

3
Help / Alien Retaliation flock
« on: May 25, 2024, 07:35:50 pm »
Goal:
  • Flock of 4 UFOs heading together to X-Com base.
  • 2 UFOs should be hunter killer of type INCURSOR, escorting the generating UFO.
  • 1 UFO should be hunter killer of type ASSAULT_SHIP, escorting the generating UFO.
  • 1 UFO should be the one generating the Base Defense.
  • Once Base Defense is over, generating UFO should fly away with the others (not disappear that is) (is it even possible?).

My current ruleset is as follows.
No matter how much I fiddle, I can't get the intended result.
The effect of current ruleset is: 4 ASSAULT_SHIP UFOs, each generating a Base Defense (so 4 Base Defense in a row), see screenshot.
(timer is set to 10 because I wanted to understand what was happening; since UFOs are supposed to fly together, final Timer is going to be 1 or 0).

Code: [Select]
  - type: STR_ALIEN_RETALIATION
    points: 0
    objective: 4
    spawnUfo: STR_UFO_ASSAULT_SHIP # Spawned for the final retaliation run
    operationType: 6  # take off and land in the same alien base that spawned the mission
    raceWeights: *raceWeightsAlienDrop
    # In the case of a shootdown, race comes from the UFO that triggered the mission.
    skipScoutingPhase: true
    #multiUfoRetaliation: true # test unknown effect
    #multiUfoRetaliationExtra: true # test unknown effect
    targetBaseOdds: 100
    waves:
      #- ufo: STR_UFO_BOMBER
      #  count: 2
      #  trajectory: A1_EXIT_ZONE2
      #  timer: 10
      #  hunterKillerPercentage: 100
      - ufo: STR_UFO_INCURSOR
        count: 2
        trajectory: A1_EXIT_ZONE2
        timer: 1
        hunterKillerPercentage: 100
        escort: true
      - ufo: STR_UFO_ASSAULT_SHIP
        count: 1
        trajectory: A1_EXIT_ZONE2
        timer: 10
        hunterKillerPercentage: 100
        escort: true
      - ufo: STR_UFO_ASSAULT_SHIP
        count: 1
        trajectory: A1_EXIT_ZONE2
        timer: 10
        hunterKillerPercentage: 100
        escort: true

Thanks



4
Help / AI unit immune to zombification?
« on: April 24, 2024, 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

5
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?

6
OXCE Support / [Solved] 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.

7
Help / Base information custom background not working
« on: October 15, 2023, 10:37:28 pm »
I defined a custom image, but it is not used ingame, I don't understand why.

Ruleset:
Code: [Select]
  - type: BACK07.SCR  # base stats
    singleImage: true
    width: 320
    height: 200
    files:
      0: Resources/apoc/BACK_SCR/BACK07_SCR.png

Image attached.
Full mod here: https://openxcom.org/forum/index.php/topic,3319.0.html

Anyone could help me understand what's wrong?
Thank you

8
OXCE Bugs FIXED / [FIXED] Vanilla civllians spawning, why? [OXC]
« on: February 19, 2023, 10:14:23 am »
Vanilla civilians are spawning but they should not.

Could it be because there aren't enough civilian spawn points on the map, so to fill the "16" quota it spawns regular civilians?

terrains:
  - &WAREFACTORY_SMALL
    name: WAREFACTORY_SMALL
    civilianTypes:
      - STR_CIV_SCIENTIST_M
      - STR_CIV_SCIENTIST_F
    mapDataSets: *mapDataSetsWarehouse
    [...]
  - name: WAREFACTORY_LARGE
    refNode: *WAREFACTORY_SMALL
    script: WAREFACTORY_LARGE
       
alienDeployments:
  - &STR_DROP_MISSION_LARGE
    type: STR_DROP_MISSION_LARGE
    [...]
    civilians: 16
    [...]
  - type: STR_DROP_MISSION_LARGE_INDUSTRIAL
    refNode: *STR_DROP_MISSION_LARGE
    terrains:
      - WAREHOUSE_LARGE
      - WAREFACTORY_LARGE
      - WAREMTL_LARGE

9
Help / [SOLVED] Globe marker UFO icon not working correctly
« on: January 07, 2023, 03:11:05 pm »
I customized the globe markers because I needed extra icons.

  - delete: GlobeMarkers
  - type: GlobeMarkers
    width: 91
    height: 7
    subX: 7
    subY: 7
    files:
      0: Resources/apoc/geo/GlobeMarkers.png

The classic UFO icon (the third from the left) flashes red/cyan instead of red/dark-red.
The color is the correct one (see attachment).

Help pls.

10
Help / globe textue negative id?
« on: December 11, 2022, 01:13:55 pm »
I don't understand the logic of the negative id texture.

Positive id is straightforward:
 - each id corresponds to a texture, in sequence as they appear in the graphic file.
 - each texture is linked to one or more terrains (which make sense).

But in case of negative id:
 - each id corresponds to what? Is it arbitrary?
 - each "texture" is linked to one or more alienDeployment instead of a terrain. However the deployment can define the terrain itself so: can I skip defining negative id textures altogether?

Likely I'm losing myself in a glass of water.
Thanks.

11
Open Feedback / wrong position for personal armor arms?
« on: August 28, 2022, 08:18:53 pm »
Purple is vanilla personal armor, red is vanilla coveralls (recolored).
The arms for the south walking animation (weaponless) seems inverted.
I checked the power armor and it matches the coveralls position, so the personal armor is the outlier.

If frames are layered on each other to draw the whole unit, the arms (presumably of the personal armor) might be rendered in the wrong order (layer order). Because the draw routine is the same.

Unless my personal armor sheet is wrong...

12
Help / unit without corpse (and more)
« on: August 05, 2022, 02:45:12 pm »
I want to create a unit that leaves no corpse behind when killed.
I could make the corpse unrecoverable + use an invisible (AKA empty) floor sprite, that is not a problem.
But, is there a more straightforward way?

Bonus question: how to make a firearm with "flat" accuracy? I want to create a weapon with X% of accuracy regardless of the unit accuracy.

Thanks.

13
Help / Soldier stats menu in base glitch [SOLVED]
« on: July 23, 2022, 10:57:44 am »
Made a new menu (uses the Base palette, which seems the correct one).
Bet ingame I get some visual glitches.

  - type: BACK06.SCR
    singleImage: true
    width: 320
    height: 200
    files:
      0: Resources/apoc/BACK_SCR/BACK06_SCR.png

Any idea why?

14
Troubleshooting / No Audio
« on: February 27, 2022, 04:50:43 pm »
So.. suddenly I get no audio whatsoever.
I get normal audio everywhere else, only OXCE is completely silent.

I was modding and launching the OXCE several times, and I had audio.
Then I used audacity to make a new sound, and I also downloaded audio from youtube using a firefox plugin..
..and boom, no more sound.

-restarted PC.
-wiped OXCE folder and user folder.
-installed latest OXCE version (I was running an old one).
nothing.

Is my computer possessed?

Edit: I also cannot enter debug mode using CTRL+D, what is going on aaahhh


15
OXCE Support / [Solved] spawnUnit VS overkill
« on: February 15, 2022, 12:20:04 am »
For my swarm alien I wanted to give the impression that you're thinning it out as you damage it.
So I used the spawnUnit function to create 3 "stages" (actual units) for the alien.
At the same time I want you to be able to obliterate it in one hit with fire/explosive.

I thought that overkill allowed to disintegrate units preventing them to spawn the children units.. but it doesn't seem to work: I set fire/explosive damage to 999 and the children unit is still there.

(I guess I can use just 2 stages but the 3 stages don't seem to be the issue).

So at this point I'm doubting that overkill has that prevention function at all. Does it?
Thanks

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