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Topics - robin

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31
Work In Progress / Player controlled civilians (brainstorming) ?
« on: October 22, 2019, 10:59:24 pm »
Wanting to discuss an idea.
Theoretically, exploiting the item-spawn-unit mechanic, you should be able to populate the map with civilians under direct control of the player.
You have to disseminate the map with such items, with the flag that the unit spawned is player-controlled, pre-primed to go off on round 0 (this last bit should be doable, it is already used in X-Piratez to make minefields AFAIK).
The units spawned in this scenario are civilians (at least looks-wise) and they could also be armed too (using the builtInWeapons entry on the unit definition); but of course they could be any third party units that fit whatever narrative the mod adopts (soldiers, cops, friendly aliens).

(Then -but this is unrelated- I guess it is also possible to bring home the surviving "civilians" on the craft and turn them into regular soldiers... still haven't looked into those mechanics tho').

It it feasible or am I missing something?
Is anyone already doing this?

Thanks

32
Help / MYFILE.MCD limits?
« on: May 08, 2019, 10:48:10 pm »
I can't find anymore the various limits of the MCDs. I know that the total "placeable" MCDs for maps is 255 (or 254), but that's not what I need.
What is the max amount of MCDs that a single MCD library can contain ?
What is the max amount of graphical sprites (PCKs) ?
For example my XBASEN1.MCD library has 96 MCDs and 104 PCKs (simply because some MCDs are animated and use more than 1 PCK). How many more of both can I add?

Thanks.

33
OXCE Support / [Answered] interruptPercentage vs endlessInfiltration
« on: April 28, 2019, 03:50:14 pm »
I'd like giving the player the ability to thwart alien missions (specifically the infiltration type).
Setting "endlessInfiltration: false" has the same practical effect as setting "interruptPercentage: 100" to all the UFOs in the mission waves?

(Maybe it's worth mentioning that I'm designing the waves so that all UFOs appear more ore less together, unlike vanilla where they appear one after another).



34
 alienMissions:
 - type: STR_ALIEN_SUBVERSION  # replaces classic ALIEN INFILTRATION
    #operationType: 6  # take off and land in the same alien base that spawned the mission
    points: 150  # Pact score only awarded on month end
    objective: 1
    siteType: STR_SUBVERTED_HQ
    spawnZone: 4 # Mission zone for alien bases
    raceWeights: *raceWeightsAlienDrop
    waves:
      - ufo: STR_UFO_PROBE
        count: 1
        trajectory: P0
        timer: 16500
      - ufo: STR_BATTLESHIP
        count: 2
        trajectory: P7
        timer: 60

alienDeployments:
  - type: STR_SUBVERTED_HQ
    data:
      [ cut ]
    width: 50
    length: 50
    height: 4
    terrains:
      - HQ
    randomRace: [STR_SUBVERTED_NEUTEK, STR_SUBVERTED_OMNISYNTH]
    script: HQ
    briefing:
      textOffset: -16
      title: STR_SUBVERTED_HQ_MISSION
      desc: STR_SUBVERTED_HQ_BRIEFING
      background: BACK01.SCR
      showTarget: false
    alienBase: true    # this is only to tell new battle mode what to do with this deployment

The alien mission happens corectly, with the country forming a pact with the aliens at the end, but the STR_SUBVERTED_HQ site is not generated.
The deployment works correctly in New Battle mode.
What I'm doing wrong?
Thanks.

35
Help / Base site with random race different from UFO waves races?
« on: April 05, 2019, 12:19:07 am »
In my mod aliens do the usual alien infiltration, but after succeeding a "subverted headquarters" is spawned instead of the normal alien base (it is a base-like kind of site, and if you beat that mission you can win the country back).
The subverted HQ is populated by mixture of humans and aliens, so it uses a different race from the infiltration UFOs (which is a aliens-only race); this can be obtained straightforwardly using the "race" parameter of the alienDeployment.
My problem is that I'd like the subverted HQ to have a bit of variation in that department, but the "race" parameter only takes one race which means a fixed race for all the subverted HQs ever.

So far the only turnaround I thought of is to duplicate everything: multiple identical alien missions, each with its identical subverted HQ, each with its own race. This would give me the result I want but it is quite inelegant with all that duplication. Is it my only option?

Thanks.

36
Help / mapScripts + addLine + maxUses ?
« on: March 09, 2019, 02:03:50 pm »
maxUses doesn't seem to work for the addLine (direction: both) command.
Is my only option to have (in the terrain definition) several duplicates of the default road block, so the exceptional road block is used rarely by mere chance?
Thanks

37
Help / Replace MCD library in a set (MapView and more)
« on: January 20, 2019, 08:01:04 pm »
Can I change this
Code: [Select]
files:Office Luxury
${dep}:MCDLIB1 MCDLIB2 MCDLIB3
        MYMAP00:${dep}
end
like this
Code: [Select]
files:Office Luxury
${dep}:MCDLIB1 MCDLIB4 MCDLIB3
        MYMAP00:${dep}
end
without issues?
MCDLIB2 and MCDLIB4 have exactly the same amount of tiles inside.
Obviously I'll need to tweak the map for the changed tiles, but that's a given; what I'd like to know is whether there is risk of map corruption or similar bad stuff.

38
Work In Progress / Control equipment stack position
« on: January 10, 2019, 10:11:39 pm »
Is there a way to control where (on which tile) the stack of unequipped equipment is placed on the entry map/craft?
Thanks

39
OXCE Suggestions DONE / [DONE][Suggestion] Let walls emit light too
« on: December 22, 2018, 11:31:24 am »
MCDs have an option to emit light (like a electro-flare) by setting Light_Source:58 = 1
The "problem" is only floor-type or object-type MCDs can emit light; wall-type (both north and west) MCDs cannot.
Would it be possible+easy to allow light from walls?


40
Offtopic / New Phoneix Point video
« on: November 02, 2018, 09:24:24 pm »

41
Help / UFO trajectory circling over a small area + no landing
« on: November 01, 2018, 06:34:25 pm »
I never really understood UFO trajectories.
I'd need a trajectory where the UFO circles over a (relatively) small land area for a while (like when it's scanning for an X-Com base), but never lands, then disappears (spawning an alien base type site after it).
I'd also need the UFO to appear and disappear in place, without circumnavigating the whole globe like UFOs usually do to reach the "exit zone".
Can it be done?

This is the default trajectory for last UFO of alien base mission, so guess it should be something derived from this:
Code: [Select]
  - id: P6
    groundTimer: 5000
    waypoints:
      - [5, 4, 100]
      - [0, 3, 50]
      - [0, 2, 25]
      - [4, 1, 16]
      - [5, 0, 100]

42
OXCE Support / [Solved] placing one extra UFO on the map ?
« on: October 28, 2018, 11:06:10 pm »
If I understand correctly:

- The addUFO map command can be used to add UFO on missionSite (objective: 3).
- The UFOName map command can be used to specify a specific UFO.

Can I use them in combination to add two different UFOs to the map?
Example:
Code: [Select]
  - type: MYSCRIPT
    commands:
    - type: addUFO
      UFOName: STR_UFO_A
    - type: addUFO
      UFOName: STR_UFO_B
    - type: fillArea
      ...

Thanks

edit:
Actually the way I would use it is like this:
Code: [Select]
  - type: MYSCRIPT
    commands:
    - type: addUFO  # add UFO generating the mission
    - type: addUFO  # add a specific second UFO
      UFOName: STR_UFO_X
    - type: fillArea
      ...

43
Help / Reusing the same map block in terrain definition?
« on: October 27, 2018, 11:06:05 pm »
Code: [Select]
    mapBlocks:
      - name: MYBLOCK_00
        width: 10
        length: 10
      - name: MYBLOCK_00
        width: 10
        length: 10
        items:
          STR_SOME_ITEM:
            - [0, 0, 0]
      - name: MYBLOCK_00
        width: 10
        length: 10
        items:
          STR_SOME_OTHER_ITEM:
            - [0, 0, 0]

Does this work?

44
Help / Large (2x2) X-Com facility.. Segmentation Error..
« on: October 21, 2018, 02:31:56 pm »
The hangar is split into 4 10*10 map blocks.
Should all 2*2 facilities for X-Com base be split like that, or can I make them a single 20*20 map block?
Thanks

45
Help / Muton spritesheet: is it wrong?
« on: September 03, 2018, 12:38:00 am »
I noticed that the left right arm for the east walking animation (red), is the same as the one for the north-east walking animation (purple).

In addition, the south walking left arm (black) is different: the east right arm (red) -in theory- should be like this, just mirrored (not exactly, the order of the sprites is different, but you get the idea).

I'm making a new alien based on the muton sprite, and I'd like to understand if I should fix it, by placing the correct arm in the red row, or leave it like this.
Does the muton's drawing routine take this into account?

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