Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - robin

Pages: 1 ... 6 7 [8] 9 10
106
In map nodes I can set the "Rank" property to tell what kind of unit to spawn. For example AFAIK if I set "6:Misc1" or "8:Misc2" terror units will be spawned there.
Do my HWPs on base defense mission use a particular node ("0:Civ-Scout" perhaps?) ? I looked at the spawn nodes at least way HWPs seems to know how to spawn in places where they won't be trapped (like upper floors spawn nodes).

I'd need to spawn HWPs specifically, so I can completely remove the base aerial defense phase (removing all the defense facilities from the game) and replace all that with "sentry HWPs", with very limited (or none at all, if I can spawn them very effectively in specific places, like access lift or hangars) movement capabilities.


Also I have another little question : why the hangar is made by 4 different 10x10 maps, instead of just a big 20x20 map? Is there a reason for this peculiarity?

Thanks

107
Work In Progress / Rename an ufopaedia section? (SOLVED)
« on: November 29, 2014, 11:57:11 pm »
The HWPs' ufopaedia section has only a few entries.
So I wanted to rename the section to use it for a different (new) set of entries (moving HWPs entries elsewhere).
Possible (how?)?

Thanks.


Edit: I'm an idiot, of course I can! I just need to set an extra string for the section string, like this:

Code: [Select]
extraStrings:
  - type: en-US
      STR_HEAVY_WEAPONS_PLATFORMS: Whatever Name

108
Work In Progress / craftWeapons reload rate?
« on: November 22, 2014, 01:13:39 am »
1)
craftWeapons:
  - type: STR_CANNON_UC
    ...
    reloadCautious: 2
    reloadStandard: 2
    reloadAggressive: 2
    ...

What's that value, 0.2 seconds?


Edit:
So it should be "game seconds".
Meaning: every 1 real second (equal to 5 in-game seconds, at battle-speed) it shoots 2.5 times (1 shot every 0.4 real seconds).

Right? (My math score in school was 2 too).

109
Tools / Tool to fix 'z' of nodes, after adding floors to a map (in MapView)
« on: November 16, 2014, 06:57:44 pm »
1. I'm a super-noob and this is super-crude.
2. I don't take any responsibilities if your computer super-explodes.

# This script changes the z coordinate of ALL the nodes inside a selected
# routes (.RMP) file. All the nodes will be pushed down by 1 floor.
#
# Usage:
# 1. Install Python 2(minimum 2.7).
# 2. Put the .RMP file in the same folder as the script (backup it first!).
# 3. Launch it from the shell/command prompt like this:
#       > python z_shifter.py FILENAME.RMP
#    (where 'FILENAME' in the name of the file).
# 4. Answer 'y' to the prompt to proceed. Done.
# 5. Every time you run this the nodes will be pushed down by 1, even if it means going underground (out of the map).


whole code:
Code: [Select]
from sys import argv

script, filename = argv

with open(filename, 'rb') as irdata:
    routes_bytearray = bytearray(irdata.read())
   
    print "The first z coordinate in the file is '%d'" % routes_bytearray[2]
    print '''
    NOTE: The top floor z is '0', so the z of the ground floor
    is 'number of floors - 1'.
    '''
    print "Do you want to proceed? y/n"
   
    if raw_input('> ') == 'y':
   
        with open(filename, 'wb') as orfh:
            zbp = 2
       
            for i in range(len(routes_bytearray) https:// 24):
                routes_bytearray[zbp] += 1
                zbp += 24
           
            orfh.write(routes_bytearray)
   
    else:
        print "Next time."

Archive with the script attached below. Extract to use.

110
Work In Progress / Crafts "deployment:"
« on: November 16, 2014, 03:08:49 am »
Not finding info on this entry, on ruleset reference. I understand it's for agents spawning..

deployment:
    [x, y, ?, ?]

I guess the third value is "z", since is always "1" (imagine "0" being the ground floor); while the fourth... type of unit? "2" being "agents only" (while "0", "agents & tanks"?

111
Work In Progress / MCDs "Target_Type:59" for X-Com crafts?
« on: November 15, 2014, 06:40:22 pm »
There's some contradictory values for the "Target_Type:59" entry.

PLANE (skyranger) has it set to "0" for all the MCDs but the floor ones (the ones on which your agents are placed), where is set to "1" (AKA "X-COM Entry").
LIGHTNING and AVENGER have it flatly set to "1".
Doesn't thought this mean the an agent will be "saved" (when aborting the mission) even if it's on the roof of those crafts (and so the PLANE terrain is the more correct one in its use)?
Or would it be better to set it to "1" for all the MCDs, like in AVEGNER/LIGHTNING, but use "13" (AKA "Exit Point") for the floor?

Thanks

112
Work In Progress / Terrains to map limit?
« on: November 08, 2014, 02:04:02 pm »
Is there a limit to how many terrains can be associated with a map?

For example these are the terrains associated to the "URBAN00" map:
ROADS URBITS URBAN FRNITURE

could it also be something like:
ROADS URLOL URMISC URWALL URDOOR URDERP URKEK URFOO URBAR STUFF1 STUFF2 DETAILS SUPERCALIFRAGILISTICEXPIALIDOCIOUS

This of course provided that the total amount (sum) of all the MCDs remains within the limit.

Thanks

113
Interior maps, such as x-com base maps or alien base maps, are either 1 or 2 floors high.
Is 2 the maximum? I'd like do a 3-floors high maps (maybe 4), but I want to know for sure before spending tons of time on them: will they work?

Thanks.

114
Work In Progress / The new "dual-wielding" HWPs and OXC closing up
« on: September 21, 2014, 12:21:03 pm »
Trying to make a tank featuring the new option to give it a secondary weapon.

But when I try to load it on the craft (equip craft>equipment screen) for a quick battle, the game closes up.
Nothing on the log.

Here's my stuff:

  - type: STR_VEHICLE_CANNON_ROUNDS    # auxiliary cannon ammo
    size: 0.1
    costBuy: 300
    costSell: 200
    transferTime: 48
    weight: 1
    bigSprite: -1
    floorSprite: 12
    hitSound: 13
    hitAnimation: 26
    power: 56
    damageType: 1
    clipSize: 100
    battleType: 2
    invWidth: 2
    invHeight: 1

  - type: STR_VEHICLE_ROCKETS    # primary rocket ammo
    size: 0.4
    costBuy: 24000
    costSell: 18000
    transferTime: 48
    weight: 1
    bigSprite: -1
    floorSprite: 16
    hitSound: 0
    hitAnimation: 0
    power: 100
    damageType: 3
    clipSize: 8
    battleType: 2
    invWidth: 1
    invHeight: 3

  - type: STR_XROBOTANK_ROCKET    # main entry/turret
    size: 6
    costBuy: 380000
    costSell: 360000
    transferTime: 96
    weight: 1
    bigSprite: 132
    floorSprite: 0
    handSprite: 0
    bulletSprite: 0
    fireSound: 52
    compatibleAmmo:
      - STR_VEHICLE_ROCKETS
    accuracySnap: 55
    accuracyAimed: 115
    tuSnap: 45
    tuAimed: 75
    battleType: 1
    fixedWeapon: true
    invWidth: 2
    invHeight: 3
    turretType: 1

  - type: AUX_XROBOTANK_CANNON    # aux cannon
    weight: 3
    bigSprite: 131
    floorSprite: 31
    handSprite: 104
    bulletSprite: 3
    fireSound: 12
    compatibleAmmo:
      - STR_VEHICLE_CANNON_ROUNDS
    accuracyAuto: 30
    accuracySnap: 60
    accuracyAimed: 90
    tuAuto: 45
    tuSnap: 30
    tuAimed: 60
    battleType: 1
    fixedWeapon: true
    invWidth: 2
    invHeight: 3
    recover: false
    autoShots: 3

  - type: XROBOTANK_ARMOR
    spriteSheet: XROBOTANKS.PCK
    corpseBattle:
      - TANK_CORPSE_1
      - TANK_CORPSE_2
      - TANK_CORPSE_3
      - TANK_CORPSE_4
    frontArmor: 90
    sideArmor: 75
    rearArmor: 60
    underArmor: 60
    drawingRoutine: 2
    size: 2
    damageModifier:
      - 1.0
      - 1.0
      - 0.4
      - 0.75
      - 1.0
      - 1.0
      - 0.0
      - 0.9
      - 0.4
      - 0.0
    loftempsSet: [ 92, 89, 90, 91 ]

  - type: STR_XROBOTANK_ROCKET
    race: STR_XROBOTANK_ROCKET
    stats:
      tu: 70
      stamina: 100
      health: 90
      bravery: 110
      reactions: 20
      firing: 60
      throwing: 0
      strength: 60
      psiStrength: 100
      psiSkill: 0
      melee: 70
    armor: ROBOTANK_ARMOR
    standHeight: 16
    kneelHeight: 16
    value: 20
    energyRecovery: 50
    deathSound: 23
    moveSound: 14
    builtInWeapons:
      - STR_XROBOTANK_ROCKET
      - AUX_XROBOTANK_CANNON
      - STR_VEHICLE_ROCKETS
      - STR_VEHICLE_CANNON_ROUNDS

  - type: XROBOTANKS.PCK
    width: 32
    height: 40
    files:
      0: Resources/apoc/UNITS_XCOM/XROBOTANKS/


..hints?

115
Work In Progress / Terror From the MCDEdit: Big_Wall:33
« on: August 18, 2014, 11:10:50 pm »
So I've started doing tiles like there's no tomorrow. And of course I'm using MCDEdit (v113), aaand

UFO:


TFTD:


Same tile. The UFO version seems bugged/incomplete (no LOFTs at all), the TFTD one seems "complete" but it also has "1" into the "Big_Wall:33" entry..
What do I do? Just put the LOFTs in and leave the "Big_Wall:33" thing alone?
TFTD crates also use "Big_Wall:33".

Thanks.

(Maybe I should have posted this into the MCDEdit topic..).

116
Work In Progress / Making ufos' "modSprite:" work?
« on: August 11, 2014, 07:24:54 pm »
ufos:
  - type: STR_MIB_COVERUP_0
    size: STR_SMALL
    modSprite: interception_jammed

  - type: interception_jammed
    singleImage: true
    width: 160
    height: 52
    files:
      0: Resources/men_in_black/interception_jammed.gif

But it shows the very small ufo scout image instead of that image.
I also tired to put the image in its own directory; and removed the "_" ("interceptionjammed"); but I got no result.
This on v1.0

117
Work In Progress / Not working spawn points (Mapping)
« on: August 09, 2014, 06:23:32 pm »
So I made this:


Full of spawnpoints:


But nothing ever spawn in there.
Is it perhaps because I'm using the LIGHTNIN tileset?

Bonus screenshot:


118
Work In Progress / Flying units can't into melee?
« on: August 07, 2014, 01:27:21 am »
I made this large flying unit, using the Hallucinoid drawroutine (12).
I just doesn't attack. Is it because it flies?
Besides the strict necessary (size-related stuff), all its stats and attributes are copypasted from another melee unit, which DOES attack normally (even with less TUs).

I also noticed that melee has changed. All melee "built-in" weapons have accuracy 100 instead of 80 (and the units too have meleeskill 100, instead of 80), "power:" is missing, and "strengthapplied: true" is there. Is there an explanation around?

  - type: SWARMIDSL_WEAPON
    weight: 3
    bigSprite: -3
    floorSprite: 31
    handSprite: 104
    hitSound: 54
#    meleeSound: 130
    clipSize: -1
    power: 200
#    strengthApplied: false
    damageType: 7
    accuracyMelee: 80
    tuMelee: 15
    battleType: 3
    fixedWeapon: true
    invWidth: 2
    invHeight: 3
    recover: false

  - type: SWARMIDS_LARGE_ARMOR
    spriteSheet: SWARMIDS_LARGE.PCK
    corpseBattle:
      - CYBERDISC_CORPSE_1
      - CYBERDISC_CORPSE_2
      - CYBERDISC_CORPSE_3
      - CYBERDISC_CORPSE_4
    corpseGeo: STR_CYBERDISC_CORPSE
    frontArmor: 4
    sideArmor: 4
    rearArmor: 4
    underArmor: 4
    drawingRoutine: 12
    constantAnimation: true
    movementType: 1
    size: 2
    damageModifier:
      - 1.0
      - 0.1
      - 4.0
      - 0.8
      - 0.2
      - 0.2
      - 1.0
      - 1.0
      - 1.0
      - 0.0
    loftempsSet: [ 92, 89, 90, 91 ]

  - type: STR_SWARMIDSL_TERRORIST
    race: STR_SWARMIDS
    rank: STR_LIVE_TERRORIST
    stats:
      tu: 80
      stamina: 95
      health: 100
      bravery: 110
      reactions: 64
      firing: 0
      throwing: 0
      strength: 70
      psiStrength: 100
      psiSkill: 0
      melee: 80
    armor: SWARMIDS_LARGE_ARMOR
    standHeight: 17
    kneelHeight: 11
    floatHeight: 2
    value: 25
    deathSound: 23
    moveSound: 130
    intelligence: 2
    aggression: 2
#    energyRecovery: 50
    livingWeapon: true



119
I'd need to know

    standHeight:
    kneelHeight:
    floatHeight:

for TFTD Biodrone unit. Anyone knows them (or where to find them)?
Thanks.

120
Work In Progress / Make an alien mission start at a later month?
« on: August 03, 2014, 02:33:01 am »
Like this:

  - type: STR_SOME_NEW_MISSION
    points: 0
    raceWeights:
      0:
          STR_ALIENRACE: 0
      1:
          STR_ALIENRACE: 0
      3:
          STR_ALIENRACE: 100
      5:
          STR_ALIENRACE: 100
      7:
          STR_ALIENRACE: 100

..or like this:

  - type: STR_SOME_NEW_MISSION
    points: 0
    raceWeights:
      3:
          STR_ALIENRACE: 100
      5:
          STR_ALIENRACE: 100
      7:
          STR_ALIENRACE: 100

..?

Thanks.

Pages: 1 ... 6 7 [8] 9 10