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Messages - robin

Pages: 1 ... 70 71 [72] 73 74 ... 82
1066
Work In Progress / Re: Custom sound for grenade explosion?
« on: June 01, 2014, 12:13:00 pm »
I don't want to change the sound for all the explosions.
I have a "smoke blast" sound and a "fiery blast" sound and I wanted to use them for smoke and incendiary grenades respectively (actually I'd like to use the latter for all the incendiary blasts); the high explosive would keep its standard "boom".

I attached the sounds I'm talking about, so it's completely clear what I want to do.

1067
Work In Progress / Custom sound for grenade explosion?
« on: May 31, 2014, 08:45:01 pm »
Is it possible?
"fireSound:" and "hitSound:" don't seem to do anything.

1068
My converted files seem to work well:



Still haven't tested the rest (that's why I've still not uploaded them); I don't have time to do it right now. Maybe tomorrow.


1069
Anther question:
This is the formula for calculating the blast radius for projectiles:

-- Projectile Explosives       INT(HE/20)+1

So for example the Auto-Cannon HE shell blast radius, with its 44 damage,  should be: (44/20)+1 ==integer==>  3.
And then if I wanted to change the damage but preserve the size of the blast, I 'd have to add the line "blastRadius: 3" to the item.
Everything correct?

1070
I see, thanks.

1071
Should I do this for all the ruleset files?



(now I understand why Dioxine put the extraStrings in a separate file).

1072
For Question 1
[...]
Thanks. I feared a

"autoshots, autoshots everywhere"
                                                       \


scenario, but based on your explanation it should work fine enough.
I think I'll go with it.

1073
Question 1

I'm working on a new mod and I wanted to have a different behavior for the autoshot.

The following would be the standard stats configuration for the autoshot-enabled weapons:
(accuracy% and TUs are indicative, juts so you can understand)
    accuracyAuto: 33
    accuracySnap: 66
    accuracyAimed: 99
    tuAuto: 20
    tuSnap: 40
    tuAimed: 60
    ...
    autoShots: 1

This makes the autoshot to behave like it does in Apocalypse: no more triple burst but simply another single,  faster and more inaccurate, shot.
It works (already tested).

I want to know if the AI, with the weapons made like this, will still be able to choose normally between the fire modes, or will just start using the autoshot like there no tomorrow (seeing that now it has the lowest TUs requirement).



Question 2

If I give an unit two natural (built-in) weapons, a bite (melee) and an acid spit (ranged), will it be able to use them properly (i.e. choosing to attack melee  if near enough to the target, instead of just staying still and spitting at it)?


Thanks.

1074




Really need to make a new topic for this.

(I also need to update the mods with the stuff you guys posted.)

1075
Thanks. Will add when I can.



1076
Don't know, I don't see anything wrong in the ruleset at quick glance. Have you waited for the month-switch?

Edit:
I just ran a test campaign whit boosted values+hyperwave decoder, and this was the first UFO I got:





Edit 27\05\2014:
Added ES and DE languages to the alien races.

1077
Don`t know what to do. The Waspite doesn`t appear in my game with full hyperwave cover.

Do I have to start a completely new game for this?

AFAIK the missions are generated when you start a new game, so if you add the mods to an on-going campaign, you won't get any of them...
..Maybe Warboy1982 can confirm or dismiss this.

1078
it's there:
..\cover_alien\inventory_WASPITE.gif

I could add the terror units too; but I don't know: the're not controllable and their nature (floating energy bubble, chicken-sized robot mite), they can't use/carry equipment at all.

1079
Great work, but is there any way of having the MiB mod without new weapons?
You have to modify the ruleset of the mod; or you can do an extra "disabler" ruleset.

Do the aliens have inventory screens?

(Like in the alien inventory mod)
Yes they do. Terror units though don't, as they're not mind controllable.

1080
I've posted these mods in the "Completed Mods" forum:
https://openxcom.org/forum/index.php?topic=2180.0
Download them there.

(The new version in that topic contain the posted translations).

I could work on them again in the future, tweaking, balancing an maybe adding something, but I feel they've reached a "complete enough" state to be used.

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