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Topics - robin

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46
In my mod I'm using plain vanilla accuracy, that is the distance of the target doesn't matter, so I have "ufo extender accuracy" turned off.
But I'd like for a specific weapon (stun net) to behave like a shotgun, meaning that I want greater spread of the pellets in correlation to the distance of the target.
The dropoff in accuracy would be fixed for all types of shots.
For damage, there is a way to do exactly that:

    powerRangeReduction: 0.0 #how much power a bullet loses per tile, used by Psi-Amp damage too.
    powerRangeThreshold: 0.0

I'd need the very same but for accuracy.
So the question is:
Using the existing accuracy/dropoff options, is there a way to achieve that specific behavior, while keeping the whole "ufo extender accuracy" option turned off?
I never really looked into them since I always planned to use vanilla accuracy.
Thanks

edit: maybe I just need to use aimRange and dropoff ?

edit2:
I'm not finding any clear documentation on these:
    shotgunChoke:
    shotgunBehavior:
    shotgunSpread:
anyone knows?



47
OXCE Support / [Solved] melee unit leeroyJenkins not attacking
« on: August 24, 2018, 10:56:59 am »
  - type: STR_BRAINSUCKER_TERRORIST
    race: STR_BRAINSUCKER
    rank: STR_LIVE_TERRORIST
    stats:
      tu: 90
      stamina: 140
      health: 20
      bravery: 110
      reactions: 5
      firing: 0
      throwing: 0
      strength: 10
      psiStrength: 100
      psiSkill: 0
      melee: 80
    armor: BRAINSUCKER_ARMOR
    standHeight: 3
    kneelHeight: 3
    floatHeight: 1
    value: 10
    deathSound: 181
    aggroSound: 182
    moveSound: 179
    intelligence: 2
    aggression: 9
    energyRecovery: 50
    livingWeapon: true
    isLeeroyJenkins: true


  - type: BRAINSUCKER_WEAPON
    weight: 3
    bigSprite: -1
    floorSprite: 31
    handSprite: 104
    meleeSound: 180
    clipSize: -1
    power: 110
    strengthApplied: false
    damageType: 7
    accuracyMelee: 100
    tuMelee: 15
    battleType: 3
    fixedWeapon: true
    invWidth: 2
    invHeight: 3
    recover: false
    zombieUnit: STR_ZOMBIE2
    flatRate: true


  - type: STR_BRAINSUCKER_TERRORIST
    size: 0.0
    recover: true
    liveAlien: true
    costSell: 40000


Last time i tried to make a small unit it didn't attack because the attack "origin point" was below the floor. Maybe it's the same problem even though I don't understand why.
I also tried to set  isLeeroyJenkins to false, but it still just wanders around.

48
Help / mapDataSets: - BLANKS ...?
« on: August 17, 2018, 03:02:55 pm »
All terrains have "BLANKS" as the first dataset (followed by all the MCDs libraries used by the terrain itself).
They're not listed in MapView terrain definition, for example:

   files:City Terror Site
      ${dep}:ROADS urbits URBAN FRNITURE
      URBAN00:${dep}
      URBAN01:${dep}

yet in the ruleset:

  - name: URBAN
    mapDataSets:
      - BLANKS
      - ROADS
      - URBITS
      - URBAN
      - FRNITURE

Instead of blanks there is two MCDs: an empty one an a brown floor.
I guess they're used "internally" when any mcd present on that specific tile has been obliterated?
Do I have to manually define that a floor mcd, once destroyed, is to be turned into the one present inside BLANKS? Or is it done automatically?
Thanks

49
Work In Progress / OXC/OXCE+ map "groups" confusion
« on: March 19, 2018, 10:42:23 pm »
from Ruleset Reference Nightly:

Code: [Select]
List (or single number) of groups this mapblock belongs to (used in mapscripts)

default usage:

    0 - Default
    1 - Landing Zone (for placing X-COM / alien craft) (used in addcraft/ufo command)
    2 - E-W Road (for city maps) (used in addline command)
    3 - N-S Road (for city maps) (used in addline command)
    4 - Road Crossing (for city maps) (used in addline command)

But... isn't "2" for XCom entry-exit maps?
Example, from the default ruleset:

Code: [Select]
      - name: UBASE_04
        width: 10
        length: 10
        groups: 2
        revealedFloors: 1

which is the alien base map with the green glowing floor, where xcom units are spawned.

I've always been using "2" in my custom terrains too, for entry-exit maps (and it seems to work).
But reading the Ruleset Reference Nighlty it says that "2" is for E-W roads.
What should I use then?


50
OXCE Bugs from OXC / 2x2 unit drawing glitch (OXC and OXCE)
« on: January 07, 2018, 11:32:40 pm »
EDIT: issue is also open on github: https://github.com/OpenXcom/OpenXcom/issues/1242

edit: I'm using OXCE+ but I dunno if this is OXCE+ specific.
I'll try to test it on OXC as soon as I can.

My 2x2 unit graphics "traverses" the north wall when it moves adjacent to it.
It happens during motion, a couple of frames of the animation are partially visualized inside the wall, see attachment.
The weird thing is it doesn't happen with the west wall, yet the animation is exactly the same (just reflected on the vertical axis; but I used Falko's online tool to crop the spritesheet, maybe it crop is not 100% precise? it looks precise though).

51
My ruleset is starting to get lengthy (and after the last update the scrolling in notepad++ has become quite laggy).

If I understand it correctly only the content of the files matters, not the filename; therefore there's no need to have files for categories you're not modifying (example: no need for "regions.rul" if you're not modifying the regions); moreover I could have my mod spread into 3 files simply called "one.rul", "two.rul" and "three.rul" and it would still be allright.
Am I correct?

52
Work In Progress / spriteFaceColor, etc..
« on: December 29, 2017, 04:19:35 pm »
As far as I understand "spriteFaceColor" is assigned a list of colors to be used to recolor the unit's sprite. The order of the values assigned seems to be: M0, F0, M1, F1, M2, F2, and so on.
But the number of male paperdolls I have is not equal to the number of females (which makes sense, since the ratio for the soldiers is not equal).
Do I just need to add values as placeholders for the missing females? For example:
[96, 96, 160, 160, 96, 999, 163, 999]
where "999" would be placeholder for the non-existing F2 and F3.
Or do I strictly need to have an equal amount of paperdolls?




53
OXCE Support / [Solved] control avatar frame position
« on: December 28, 2017, 12:38:33 pm »
Just to be sure before saving a lot of paperdolls: to have faces in the center I have to make my paperdoll pictures so the face ends up in the spot which is used as frame; this is how you control it right?

54
Offtopic / Subversion server and NAS (AKA "NAS Enemy Unknown")
« on: November 20, 2017, 11:33:34 pm »
Don't really know where to ask so I'm asking there, since I know there are some skilled programmers around.

I'm on an impossible quest to setup a SVN server at my workplace.
The server would be just a regular pc with ubuntu linux as OS, that uses apache (httpd) to serve subversion.
I followed this tutorial using a virtual machine as server, and everything works; so hopefully I should be able to replicate the process on the physical machine.
Now my problem is that the repos should be stored on a NAS drive that is connected (LAN) to the physical server, instead of being stored directly on the machine internal HDD.
So in my naivete I'm thinking I just need to change this
Code: [Select]
<Location /svn>
#...
SVNParentPath /mylocalfolder/svn
</Location>
to this
Code: [Select]
<Location /svn>
#...
SVNParentPath \\myNAS\svn
</Location>
But I strongly suspect it won't work and I can't test this condition using the virtual machine.

Anyone know if this is as foolish as I suspect or not?
I tried some google-fu but most people out there seem to want to setup the server directly on the NAS drive, while I want to use a proper machine as a server, just telling it to store the stuff on the network HDD.

Thanks.

55
I get a "Segmentation fault" (+crash) error when I abort to get to the 2nd stage of a 2-stages mission.
I'm using OXCE+ (but it does not mean the issue is related to OXCE+ stuff).
The crash happens specifically when aborting the 1st stage with soldiers on the target exit zone (to get to the 2nd stage with those soldiers).
Both missions by themselves are playable in Quick Battle mode, so the maps, terrain, itemSets, and deployment data, should be ok.

Any idea?

  - type: STR_ALIEN_GATE_LANDING  # 1st stage
    data:
      [...]
    width: 40
    length: 40
    height: 5
    terrains:
      - U_PLANET
    shade: 8
    markerName: STR_ALIEN_GATE
    markerIcon: 7
    genMission:
      STR_ALIEN_RETALIATION: 15
      STR_ALIEN_RAID_SMALL: 20
      STR_ALIEN_RAID_MEDIUM: 15
      STR_ALIEN_RAID_LARGE: 15
      STR_ALIEN_SUBVERSION: 15
      STR_ALIEN_SUPPLY: 20
    genMissionFreq: 3
    alienBase: true    # this is only to tell new battle mode what to do with this deployment
    nextStage: STR_ALIEN_GATE_ASSAULT
    briefing:
      textOffset: -16
      title: STR_ALIEN_GATE_MISSION
      desc: STR_ALIEN_GATE_LANDING_BRIEFING
      background: BACK01.SCR
      showTarget: false
    points: 5


  - type: STR_ALIEN_GATE_ASSAULT  # 2nd stage
    data:
      [...]
    width: 50
    length: 50
    height: 5
    terrains:
      - U_BUILDING
    shade: 15
    script: U_BUILDING
    briefing:
      textOffset: -16
      title: STR_ALIEN_GATE_MISSION
      desc: STR_ALIEN_GATE_ASSAULT_BRIEFING
      background: BACK01.SCR
      showTarget: false
    objectiveType: 40  # I have a item and a tile with specialType: 40
    alienBase: true    # this is only to tell new battle mode what to do with this deployment
    objectiveComplete: [STR_ALIEN_GATE_CONTROL_DESTROYED, 1000]
    objectivePopup: STR_CONTROL_CENTER_DESTROYED

56
Work In Progress / [SOLVED] Enemy base mission: what is this string?
« on: April 02, 2017, 11:26:24 am »
I think the game build some new string from the mission/deployment string, which is  STR_ALIEN_GATE / STR_ALIEN_GATE_ASSAULT. But I don't know what it is so I can't give it proper text.

I've tried:
      STR_ALIEN_GATE: Stand Pattern
      STR_ALIEN_GATE_ASSAULT: ALIEN GATE ASSAULT
      STR_ALIEN_GATE_ASSAULT_BRIEFING: Destroy bla bla bla
      STR_ALIEN_GATE_ASSAULT_MISSION: Alien Gate A Mission
      STR_ALIEN_GATE_ASSAULT_SITE: Alien Gate A Site
      STR_ALIEN_GATE_ASSAULT_BASE: Alien Gate A Base
      STR_ALIEN_GATE_BASE: Alien Gate Base
      STR_ALIEN_GATE_LANDING: ALIEN GATE LANDING
      STR_ALIEN_GATE_LANDING_BRIEFING: bla bla bla
      STR_ALIEN_GATE_MISSION: ALIEN GATE MISSION
      STR_ALIEN_GATE_SITE: Alien Gate Site

what is it?

thanks

57
As per topic title.
The only 2x2 facility (the hangar) uses four 10x10 maps instead of a single 20x20 map: is there a specific reason that requires 2x2 facilities to use four 10x10 maps instead of single 20x20 map?
I'm asking because I'd ideally use a 20x20 map, if possible.

Thanks

58
OXCE Support / [Solved] Inventory: how to remove backpack grid (and label)?
« on: February 26, 2017, 04:08:44 pm »
As per topic title, I'd like to remove the backpack grid because the whole slot is occupied by the jetpack.
I managed to nail the jetpack there but I don't understand how to get rid of the grid. The removal is of course needed only for this specific armor, other armors should maintain the conventional backpack.

Thanks

59
Work In Progress / [SOLVED][OXCE+] firesound played only once for autoshot
« on: February 19, 2017, 03:45:54 pm »
I have this cool (for me at least) minigun sound. Problem is that for each shot of the autoshot, the weapon firing sound is played. So you have this "BRRRRRRTTT" sound for each single bullet fired. It is so jarring.

Setting (credits to Dioxine's XPiratez):
  hitAnimation: -1
makes the situation bearable, since the burst doesn't have to wait for the hit animation to play out, each time.

Is there a way to somehow force the sound only at the beginning of the autoshot? ...Maybe in the end it still won't be good, due to how autoshots are handled, but it's nice to try :P.
I guess a workaround is making the minigun like a shotgun, but then you'd lose the bullet sprites.

Thanks


edit: i don't know how but i made this topic twice. fixed it now.



edit2: tl;dr you can't do it and it does not make sense.

60
Work In Progress / spawn aliens randomly for a given rank ?
« on: January 16, 2017, 11:58:51 pm »
The Spitter in my mod has several variants.
They're all "Spitters", so they ideally should represent a single rank within a given alien race.
Also, more simply, if I put one variant per rank I'd clog the alien race with Spitters, leaving too little room for other species of aliens (ranks are AFAIK a fixed number).

In ruleset terms I'd like to so something like this:

alienRaces:
  - id: STR_MY_ALIEN_RACE
    members:
      - STR_ALIEN_COMMANDER
      - STR_ALIEN_LEADER
      - STR_ALIEN_ENGINEER
      - STR_ALIEN_MEDIC
      - STR_ALIEN_NAVIGATOR
      - [STR_ALIEN_A, STR_ALIEN_B, STR_ALIEN_C]
      - STR_ALIEN_MONSTER
      - STR_ALIEN_TERRORIST

so when in the alienDeployments you have the following:

    data:
      - alienRank: 5
        lowQty: n
        highQty: n

means it will pick (AKA spawn) n aliens randomly from the [STR_ALIEN_A, STR_ALIEN_B, STR_ALIEN_C] list...
...but of course this is all fictional.

Question is: is there a way to obtain the same result somehow?

Thanks.

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