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Topics - robin

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61
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

62
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.

63
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.

64
What is rendered in the foreground, during walking animation, between legs and torso?
Because I'm drawing this alien that has a huge torso and some of it overlaps the legs: if legs are rendered over the torso, those torso parts would end up covered (which ofc is wrong). If that's the case I'd like to know, so I fix my sprite accordingly.

edit:
alright, I tested it myself, it was actually trivial to do so but I didn't think about it initially, my brain shuts off easily, specially if I'm drawing.
Anyway: torso is in the foreground, legs are in the back. Perfect.

65
I get the attached error on the BASE DEFENSE mission (and nowhere else). Log does not show any more info.
This started happening after I renamed my xcom base maps from XBASE_xx to XBASEN_xx (to have them both alongside in MapView).

I thought it was because I forgot to specify the new map names to the facilities (mapName attribute), but it keeps happening even after I fixed that.
My suspects fall on the hangar map, which now points to mapName: XBASEN_16, but is still made of four parts like vanilla hangar.
Could it be that?
Eventually, can I make a whole 20*20 hangar or is it required to be made of four 10*10 parts?
Or is it something else entirely?

Thanks

66
i have 2 base type missions in my mod, one for the aliens and one for the humans.
Obviously the deployment is different, the former is alien shit, the latter is a human shit.
(i wanted to add a third but at this point i don't know anymore).

It seems that in my game the first base mission executed is the "lucky one" that manages to spawn its base; from then on the base missions (of both types) go on and on but no other base is created... up to the third-fifth month (that is, until the inevitable x-com base invasion happens and i can't test anymore).
Strangely the child missions of the bases often do run, but I can't find on the globe the bases that spawn them, like they're invisible..  or they're not then but their child mission are somehow triggered.
Any idea?

Also, any idea what to check what is going on in the geoscape? Other than setting radars to 100% and as-wide-as-the-planet, I don't know about how to get more info about the stuff happening. Debug mode does not reveal anything new.

Thanks

67
Work In Progress / making ufo waves to spawn at the same time?
« on: December 09, 2016, 09:42:10 pm »
alienMissions:
  - type: STR_ALIEN_RESEARCH
    points: 0
    raceWeights:
      0:
        ...
    waves:
      - ufo: STR_SMALL_SCOUT
        count: 1
        trajectory: P0
        timer: 9000
      - ufo: STR_MEDIUM_SCOUT
        count: 1
        trajectory: P2
        timer: 7800
      - ufo: STR_LARGE_SCOUT
        count: 2
        trajectory: P4

is it possible to make all the UFOs spawn at the same time (almost)?
setting the timers to 0 won't do it because the timer AFAIK starts counting at the end of the previous waves.
maybe a negative timer?


the other options would be to use missionScript to have concurrent missions (this is what i'm doing at the moment) but maybe there is a more elegant/functional method.

thanks.

68
Work In Progress / genMissionType questions
« on: December 08, 2016, 10:46:47 pm »
alien base alienDeployment define a genMissionType to generate supply missions.

1 -- can i set a terror-like mission to be generated instead of supply?

2 -- also genMissionType seems to be set up to have multiple mission types, so for example i could have
    genMission:
      STR_ALIEN_SUPPLY: 10
      STR_ALIEN_SOMETHINGELSE: 10
      ...and so on....
right?

3 -- in missionSripts i can't mix 'regular' alien missions with terror-like missions: does genMissionType abide to the same rules or can i mix them (provided answer to question 1 is true)?

thanks

69
Full error log:
[01-11-2016_17-42-17]   [FATAL]   A fatal error has occurred: vector::_M_range_check: __n (which is 63) >= this->size() (which is 34)
[01-11-2016_17-42-19]   [FATAL]   OpenXcom has crashed: vector::_M_range_check: __n (which is 63) >= this->size() (which is 34)

It only happens on Alien Base Assault type of missions (including cydonia).
Now: I deleted some vanilla ufo items (ufo power source, so on..) and I'm still using the vanilla alien base; so the MCDs in the maps that are linked (by specialType) to an item, won't find that item (the only item directly placed in the maps is Elerium, which I didn't delete). I guess this could cause an error.
I tried to re-enable the deleted items but I still get the error. I can't quickly try a more proper fixing approach (alien base stuff is not ready) so I'd like at least to know if I'm looking in the right direction, or if it is something else entirely.
Thanks.

70
1)
I'd like to understand how the damage for crashed (sunk) UFOs works, especially regarding the power source (MCD specialType: 2).

Everything is new in my UFOs, so I deleted the vanilla STR_UFO_POWER_SOURCE to replace it with mine:

  - type: STR_ALIEN_POWER_SOURCE
    size: 0.7
    costSell: 250000
    specialType: 2
    recoveryPoints: 20

MCD-wise, the only difference is that my new one explodes, HE strength set to 90..... (didn't the original power source explode too?)

Another difference is this, I don't want it to drop any fuel:

alienFuel: [STR_ELERIUM_115, 0]

The issue I have is that my new power source is ALWAYS destroyed (exploded) in a crashed UFO, which seems abnormal to me. At first I thought it was because of the 0 dropped elerium, but it isn't.
I guess I could try to use a different specialType for my new MCD, instead of the power source reserved value (2); but then how will the damage work if I do so? Is there something hardcoded about specialType/Target_Type: 2?

Bit of complicated to explain, I hope it is clear.
In shorts I want to make a new power source that doesn't drop elerium and explodes when destroyed.. but right know I have the issue that it is always exploded on crashed UFOs.



2)
Another problem I have is about craft weapons and facilities, that can be equipped or built before being researched.

The craft weapon is an MCD, linked to the item by the specialType value (so basically it is dropped by UFOs).
The research is correctly added to the list once you obtain one of such item; but the item is immediately equippable on crafts, without need for it to be researched.

items:
  - type: STR_PLASMA_CANNON_ALIEN
    requires:
      - STR_PLASMA_CANNON_ALIEN
    size: 2.0
    costSell: 211000
    transferTime: 48
    specialType: 34
research:
  - name: STR_PLASMA_CANNON_ALIEN
    cost: 350
    points: 30
    needItem: true
    destroyItem: true

Same as above, I have a facility that is buildable before it is researched:

facilities:
  - type: STR_RADAR_SYSTEM_HD
    requires:
      - STR_RADAR_SYSTEM_HD
    requires:
    hyper: true
    spriteShape: 2
    spriteFacility: 32
    buildCost: 1500000
    buildTime: 35
    monthlyCost: 25000
    radarRange: 10850
    radarChance: 20
    mapName: XBASE_04
research:
  - name: STR_RADAR_SYSTEM_HD_ASP
    lookup: STR_RADAR_SYSTEM_HD
    cost: 10
    points: 0
    dependencies:
      - STR_CONTRACT  # non-existing thing, this project is unlocked by some other research
  - name: STR_RADAR_SYSTEM_HD
    cost: 10
    points: 10
    needItem: true


I don't understand what i'm doing wrong.

71
Work In Progress / Maximum step height that an unit can climb?
« on: July 31, 2016, 09:11:59 pm »
So i have these big blocks that i want to use (instead of regular slopes) to make sloped ufo roofs.
(as you can see they're of Tile_Type: 3, like stairs)



The goal is that units should be able to walk on there, climbing the step from a block of smaller size to the block of bigger size (for example: from block 0 to block 1).
I could experiment this myself, but it's a long and boring thing to do, so if someone already has the knowledge i'll gladly make use of it :P

thanks

72
Work In Progress / 'retaliation: false' not working?
« on: March 13, 2016, 09:47:57 pm »

"Pursuit Pattern" (shit name i know) is the name for STR_ALIEN_REPRISAL defined  below (wannabe replacement for vanilla retaliation)


The race is "Cult of Sirius", meaning it's either one of these.
  - id: STR_CULT
    retaliation: false
    ...
  - id: STR_CULT_P
    retaliation: false
    ...


Mission (vanilla RETALIATION mission is not deleted but it still has vanilla name, "Alien Retaliation", so it should not be that):
 - type: STR_ALIEN_REPRISAL
    points: 0
    objective: 4
    spawnUfo: STR_BATTLESHIP # Spawned for the final retaliation run
    raceWeights: # In the case of a shootdown, race comes from the UFO that triggered the mission.
      0:
        STR_ANTHROPOD_OCULANT_1: 10
        STR_ANTHROPOD_OCULANT_2: 20
        STR_FLOATER_SNAKEMAN_1: 10
        STR_FLOATER_SNAKEMAN_2: 20
        STR_MUTON_ETHEREAL_1: 20
        STR_MUTON_ETHEREAL_2: 10
    waves:
      - ufo: STR_UFO_PROBE
        count: 1
        trajectory: P8
        timer: 3000
      - ufo: STR_UFO_SCOUT
        count: 2
        trajectory: P8
        timer: 3000
      - ufo: STR_UFO_CARRIER
        count: 3
        trajectory: P8
        timer: 3000
      - ufo: STR_BATTLESHIP
        count: 2
        trajectory: P8
        timer: 3000

73
Work In Progress / questions on ufo waves and terror sites
« on: February 29, 2016, 10:13:17 am »
this is my sample mission:

alienMissions;
 - type: STR_ALIEN_DROP_SMALL
    points: 3
    objective: 3
    spawnZone: 3
    raceWeights: &raceWeightsAlienDrop
    waves:
      - ufo: STR_UFO_PROBE
        count: 1
        trajectory: P1
        timer: 15000
      - ufo: STR_UFO_SCOUT
        count: 1
        trajectory: P1
        timer: 5                             #(1)
      - ufo: STR_UFO_CARRIER    #(2)
        count: 1
        trajectory: P7
        timer: 5
        #objective: true
      - ufo: STR_DROP_MISSION_SMALL
        count: 1
        trajectory: P7
        timer: 0
        objective: true

1) if i set the 'timer' for the second ufo to 0-or-the-like, will it spawn at the same time as the first ufo (resulting in two ufos *of different kind* flying around on the globe), or does the next wave "abort" the wave before it?

2) with the mission defined like this, will shooting down the STR_UFO_CARRIER prevent the generation of the terror-like site STR_DROP_MISSION_SMALL?
the regular ALIEN_TERROR mission should work like that (shoot down the last terror ship -> no terror site), but it is defined differently: it doesn't have the terror site itself defined as its last wave

-
my final goal here would be to have the mission generating all the ufos (or all the waves) at the same time (to have different ufo kinds flying around "together" so to speak).
among these ufos, the STR_UFO_CARRIER would be responsible for generating the (terror-like) site STR_DROP_MISSION_SMALL, unless shot down.


thanks

74
Work In Progress / bursting acid weapon issue: no damage dealt (and more)
« on: December 13, 2015, 01:53:58 pm »
weapon is a "hand missile-grenade", meaning it is a single-ammo weapon that flies from your hand to the target, with no launcher needed and no need to be primed.
once shot, nothing is left in your hand. damage (in theory) upon impact, like a rocket.

(if you follow piratez let's play, it works in the same way as one of the basic bombs, don't remember the name, black powder bomb i think).

  - type: STR_ACID_BOLT
    requires:
      - STR_ACID_BOLT
    size: 0.1
    #costBuy: 2800
    costSell: 2100
    weight: 2
    bigSprite: 512
    floorSprite: 512
    handSprite: 512
    bulletSprite: 11
    fireSound: 512
    hitSound: 118
    hitAnimation: 800 # custom green-recolored explosion; does not seem to be the cause of the problem
    power: 140
    damageType: 8
    clipSize: 1
    accuracySnap: 65
    accuracyAimed: 80
    tuSnap: 40
    tuAimed: 50
    battleType: 1
    twoHanded: false
    invWidth: 1
    invHeight: 1
    recoveryPoints: 1
    armor: 10
    arcingShot: true # does not seem to be the cause of the problem
    blastRadius: 1

of course damageType is 8 (acid).
first problem i have is that the weapon does 0 damage.
second problem i have is that it draws a huge explosion despite blastRadius being only 1 (admittedly it deals high damage so it sets itself as a "large explosion").
the latter is a trivial problem, i can live with it; the 0 damage instead is not.

anyone has a working acid-bursting weapon (or tried to make one)? are they a no-go?

75
I'm using a 10-october nightly and my mod works.
If I use one of the newer nightlies (any form the current list of available nightlies), the game freezes and crashes during startup; no message given, nothing on log.

Any hint to what might be the cause?

Found this, https://openxcom.org/forum/index.php/topic,3550.msg54335.html#msg54335, but it indicates stuff that i don't know: what is nextUfoCounter? spawnCountdown? liveUfos?
My alienMissions are still defined with the classic style.. which is the style that the game default ruleset seems to still use, and ruleset reference too (and other mods too).
Also i'm not using missionZone / missionSiteZone -1 anywhere (whatever the latter is); and i don't mix terror/not-terror mission in missionScripts; the only thing i do is mixing different terror mission. For example, all the STR_ALIEN_DROP_... are terror mission with only difference being the ufo waves and size of the alienDeplyment:

  - type: alienInfiltration
    label: 102
    firstMonth: 0
    executionOdds: 85
    startDelay: 150
    useTable: false
    missionWeights: &missionWeightsAlienInfiltration
      0:
        STR_ALIEN_DROP_SMALL: 80
        STR_ALIEN_DROP_MEDIUM: 20
      1:
        STR_ALIEN_DROP_SMALL: 70
        STR_ALIEN_DROP_MEDIUM: 30
      2:
        STR_ALIEN_DROP_SMALL: 60
        STR_ALIEN_DROP_MEDIUM: 40
      3:
        STR_ALIEN_DROP_SMALL: 30
        STR_ALIEN_DROP_MEDIUM: 50
        STR_ALIEN_DROP_LARGE: 20
      5:
        STR_ALIEN_DROP_SMALL: 10
        STR_ALIEN_DROP_MEDIUM: 60
        STR_ALIEN_DROP_LARGE: 30
      7:
        STR_ALIEN_DROP_MEDIUM: 50
        STR_ALIEN_DROP_LARGE: 50
      9:
        STR_ALIEN_DROP_MEDIUM: 40
        STR_ALIEN_DROP_LARGE: 60
    regionWeights: &regionWeightsAliens
      0:
        STR_NORTH_AMERICA: 18
        STR_ARCTIC: 2
        STR_ANTARCTICA: 2
        STR_SOUTH_AMERICA: 14
        STR_EUROPE: 16
        STR_NORTH_AFRICA: 10
        STR_SOUTHERN_AFRICA: 10
        STR_CENTRAL_ASIA: 12
        STR_SOUTH_EAST_ASIA: 20
        STR_SIBERIA: 5
        STR_AUSTRALASIA: 10
        STR_PACIFIC: 5

?

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