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Messages - robin

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1201
Well it's done...

..sort of: it needs testing. if someone wants to help me test it.

MIB mission are somewhat rare.. but I don't know exactly how to control their frequency.
They should happen more likely in the US and Europe (and China near the coast).

Some screenshots

Sniper Rifle:


Machine Pistol:


Man in Black Agent (there's also Soldier and Leader, which use different sprites):


Once I'm sure there are no issues, I'll post it into Complete Mods forum.

1202
Released Mods / Re: [WEAPON] Machine pistol
« on: March 07, 2014, 11:36:12 am »
You forgot the floorob sprite  :P

1203
Thanks a lot guys. I did as you said and indeed now it works!

Graphics is all done (I'm still thinking of adding a MIB "terror" unit, but not for now).
Here's a screenshot for the MIB leader sprite, sporting a lab coat ontop of the regular suit:




But I'm still a modding 'rookie' so I have some issues with the ruleset.

First I'd like that MIB missions to be more prevalent at the beginning of the game, to become lesser prevalent in the middle-to-late game.
Let's say:
- Beginning - 33% of the mission are MIB missions (other 66% would be sort-of-equally divided between floaters and sectoids - vanilla is 50-50%);
- Middle - 25%
- Late - 20%
Basically: as the game progresses the MIB importance as an antagonist will diminish, focusing more and more on the aliens, with their increasing openly aggressive behavior.
I'm not sure how to do this.. is that even possibile?
I also don't understand how the "timer" entry fro missions works, I tried the same values used for equivalent alien missions, but.. well I can't seem to get any MIB missions in my little testing.

Also I have a problem with ufopaedia-research.
Right now this is what I get in Ufopaedia\Alien Research:


and I shouldn't have those entries because they should appear only after the interrogation-research.

Can anyone give me some hints?

ruleset as it is right now:

Code: [Select]
regions:
  - type: STR_NORTH_AMERICA
    missionWeights:
      STR_MIB_COVERUP: 10
      STR_MIB_TERROR: 10
  - type: STR_ARCTIC
    missionWeights:
      STR_MIB_COVERUP: 10
  - type: STR_ANTARCTICA
    missionWeights:
      STR_MIB_COVERUP: 10
  - type: STR_SOUTH_AMERICA
    missionWeights:
      STR_MIB_COVERUP: 8
      STR_MIB_TERROR: 8
  - type: STR_EUROPE
    missionWeights:
      STR_MIB_COVERUP: 10
      STR_MIB_TERROR: 10
  - type: STR_NORTH_AFRICA
    missionWeights:
      STR_MIB_COVERUP: 6
      STR_MIB_TERROR: 6
  - type: STR_SOUTHERN_AFRICA
    missionWeights:
      STR_MIB_COVERUP: 4
      STR_MIB_TERROR: 4
  - type: STR_CENTRAL_ASIA
    missionWeights:
      STR_MIB_COVERUP: 2
  - type: STR_SOUTH_EAST_ASIA
    missionWeights:
      STR_MIB_COVERUP: 10
      STR_MIB_TERROR: 10
  - type: STR_SIBERIA
    missionWeights:
      STR_MIB_COVERUP: 4
      STR_MIB_TERROR: 4
  - type: STR_AUSTRALASIA
    missionWeights:
      STR_MIB_COVERUP: 2
      STR_MIB_TERROR: 2
items:
  - type: STR_MIB0_CORPSE
    weight: 24
    bigSprite: 300
    floorSprite: 300
    invWidth: 2
    invHeight: 3
    armor: 30
    recover: false
  - type: STR_MIB1_CORPSE
    weight: 24
    bigSprite: 301
    floorSprite: 301
    invWidth: 2
    invHeight: 3
    armor: 30
    recover: false
  - type: STR_MIB2_CORPSE
    weight: 24
    bigSprite: 302
    floorSprite: 302
    invWidth: 2
    invHeight: 3
    armor: 30
    recover: false
ufos:
  - type: STR_MIB_PROBE
    size: STR_VERY_SMALL
    sprite: 0
    damageMax: 50
    speedMax: 2200
    accel: 12
    power: 0
    range: 0
    score: 50
    reload: 56
    breakOffTime: 100
    battlescapeTerrainData:
      name: UFO1A
      mapDataSets:
        - BLANKS
        - UFO1
      mapBlocks:
        - name: UFO1A
          width: 10
          length: 10
  - type: STR_MIB_SCOUT
    size: STR_SMALL
    sprite: 1
    damageMax: 200
    speedMax: 2400
    accel: 9
    power: 20
    range: 15
    score: 75
    reload: 28
    breakOffTime: 125
    battlescapeTerrainData:
      name: UFO_110
      mapDataSets:
        - BLANKS
        - U_EXT02
        - U_WALL02
        - U_BITS
      mapBlocks:
        - name: UFO_110
          width: 10
          length: 10
  - type: STR_MIB_VESSEL
    size: STR_SMALL
    sprite: 2
    damageMax: 250
    speedMax: 2700
    accel: 9
    power: 20
    range: 34
    score: 125
    reload: 24
    breakOffTime: 150
    battlescapeTerrainData:
      name: UFO_120
      mapDataSets:
        - BLANKS
        - U_EXT02
        - U_WALL02
        - U_BITS
      mapBlocks:
        - name: UFO_120
          width: 20
          length: 20
armors:
  - type: MIB_ARMOR0
    spriteSheet: MIB_0.PCK
    spriteInv: inventory_MIB0
    corpseBattle:
      - STR_MIB0_CORPSE
    frontArmor: 12
    sideArmor: 8
    rearArmor: 5
    underArmor: 2
    damageModifier:
      - 1.0
      - 1.0
      - 1.0
      - 1.0
      - 1.0
      - 1.0
      - 1.0
      - 1.2
      - 1.6
      - 1.0
    loftempsSet: [ 3 ]
  - type: MIB_ARMOR1
    spriteSheet: MIB_1.PCK
    spriteInv: inventory_MIB1
    corpseBattle:
      - STR_MIB1_CORPSE
    frontArmor: 50
    sideArmor: 40
    rearArmor: 30
    underArmor: 30
    damageModifier:
      - 1.0
      - 1.0
      - 0.8
      - 1.0
      - 1.0
      - 1.0
      - 0.9
      - 1.0
      - 1.1
      - 0.0
    loftempsSet: [ 3 ]
  - type: MIB_ARMOR2
    spriteSheet: MIB_2.PCK
    spriteInv: inventory_MIB2
    corpseBattle:
      - STR_MIB2_CORPSE
    frontArmor: 50
    sideArmor: 40
    rearArmor: 30
    underArmor: 30
    damageModifier:
      - 1.0
      - 1.0
      - 0.8
      - 1.0
      - 1.0
      - 1.0
      - 0.9
      - 1.0
      - 1.1
      - 0.0
    loftempsSet: [ 3 ]
units:
  - type: STR_MIB_AGENT
    race: STR_MIB
    stats:
      tu: 58
      stamina: 70
      health: 35
      bravery: 60
      reactions: 46
      firing: 55
      throwing: 62
      strength: 45
      psiStrength: 35
      psiSkill: 0
      melee: 76
    armor: MIB_ARMOR0
    standHeight: 21
    kneelHeight: 14
    value: 20
    intelligence: 4
    aggression: 1
  - type: STR_MIB_SOLDIER
    race: STR_MIB
    stats:
      tu: 62
      stamina: 74
      health: 37
      bravery: 60
      reactions: 48
      firing: 57
      throwing: 64
      strength: 47
      psiStrength: 35
      psiSkill: 0
      melee: 76
    armor: MIB_ARMOR1
    standHeight: 21
    kneelHeight: 14
    value: 20
    intelligence: 4
    aggression: 1
  - type: STR_MIB_LEADER
    race: STR_MIB
    stats:
      tu: 66
      stamina: 80
      health: 39
      bravery: 60
      reactions: 52
      firing: 61
      throwing: 68
      strength: 49
      psiStrength: 40
      psiSkill: 0
      melee: 76
    armor: MIB_ARMOR2
    standHeight: 21
    kneelHeight: 14
    value: 30
    intelligence: 5
    aggression: 0
alienRaces:
  - id: STR_MIB
    members:
    - STR_MIB_SOLDIER
    - STR_MIB_LEADER
    - STR_MIB_LEADER
    - STR_MIB_SOLDIER
    - STR_MIB_SOLDIER
    - STR_MIB_AGENT
    - STR_MIB_AGENT
    - STR_MIB_AGENT
alienDeployments:
  - type: STR_MIB_PROBE
    data:
      - alienRank: 5
        lowQty: 3
        highQty: 6
        dQty: 3
        percentageOutsideUfo: 100
        itemSets:
          -
            - STR_PISTOL
            - STR_PISTOL_CLIP
            - STR_PISTOL_CLIP
            - STR_GRENADE
          -
            - STR_LASER_PISTOL
            - STR_GRENADE
          -
            - STR_PLASMA_PISTOL
            - STR_PLASMA_PISTOL_CLIP
            - STR_PLASMA_PISTOL_CLIP
            - STR_ALIEN_GRENADE
    width: 40
    length: 40
    height: 4
  - type: STR_MIB_SCOUT
    data:
      - alienRank: 5
        lowQty: 2
        highQty: 4
        dQty: 2
        percentageOutsideUfo: 60
        itemSets:
          -
            - STR_PISTOL
            - STR_PISTOL_CLIP
            - STR_PISTOL_CLIP
            - STR_GRENADE
          -
            - STR_LASER_PISTOL
            - STR_GRENADE
          -
            - STR_PLASMA_PISTOL
            - STR_PLASMA_PISTOL_CLIP
            - STR_PLASMA_PISTOL_CLIP
            - STR_ALIEN_GRENADE
      - alienRank: 4
        lowQty: 2
        highQty: 3
        dQty: 2
        percentageOutsideUfo: 60
        itemSets:
          -
            - STR_RIFLE
            - STR_RIFLE_CLIP
            - STR_RIFLE_CLIP
            - STR_GRENADE
          -
            - STR_LASER_RIFLE
            - STR_GRENADE
          -
            - STR_PLASMA_RIFLE
            - STR_PLASMA_RIFLE_CLIP
            - STR_PLASMA_RIFLE_CLIP
            - STR_ALIEN_GRENADE
    width: 40
    length: 40
    height: 4
  - type: STR_MIB_VESSEL
    data:
      - alienRank: 5
        lowQty: 1
        highQty: 3
        dQty: 5
        percentageOutsideUfo: 65
        itemSets:
          -
            - STR_PISTOL
            - STR_PISTOL_CLIP
            - STR_PISTOL_CLIP
            - STR_GRENADE
          -
            - STR_LASER_PISTOL
            - STR_GRENADE
          -
            - STR_PLASMA_PISTOL
            - STR_PLASMA_PISTOL_CLIP
            - STR_PLASMA_PISTOL_CLIP
            - STR_ALIEN_GRENADE
      - alienRank: 4
        lowQty: 1
        highQty: 1
        dQty: 1
        percentageOutsideUfo: 25
        itemSets:
          -
            - STR_RIFLE
            - STR_RIFLE_CLIP
            - STR_RIFLE_CLIP
            - STR_GRENADE
          -
            - STR_LASER_RIFLE
            - STR_GRENADE
          -
            - STR_PLASMA_RIFLE
            - STR_PLASMA_RIFLE_CLIP
            - STR_PLASMA_RIFLE_CLIP
            - STR_ALIEN_GRENADE
      - alienRank: 2
        lowQty: 1
        highQty: 2
        dQty: 1
        percentageOutsideUfo: 35
        itemSets:
          -
            - STR_HEAVY_CANNON
            - STR_HC_HE_AMMO
            - STR_HC_HE_AMMO
            - STR_HC_HE_AMMO
          -
            - STR_HEAVY_LASER
            - STR_GRENADE
          -
            - STR_SMALL_LAUNCHER
            - STR_STUN_BOMB
            - STR_STUN_BOMB
            - STR_STUN_BOMB
    width: 50
    length: 50
    height: 4
  - type: STR_MIB_TERROR
    data:
      - alienRank: 5
        lowQty: 4
        highQty: 6
        dQty: 1
        percentageOutsideUfo: 70
        itemSets:
          -
            - STR_PISTOL
            - STR_PISTOL_CLIP
            - STR_PISTOL_CLIP
            - STR_GRENADE
          -
            - STR_LASER_PISTOL
            - STR_GRENADE
          -
            - STR_PLASMA_PISTOL
            - STR_PLASMA_PISTOL_CLIP
            - STR_PLASMA_PISTOL_CLIP
            - STR_ALIEN_GRENADE
      - alienRank: 4
        lowQty: 1
        highQty: 2
        dQty: 0
        percentageOutsideUfo: 20
        itemSets:
          -
            - STR_RIFLE
            - STR_RIFLE_CLIP
            - STR_RIFLE_CLIP
            - STR_GRENADE
          -
            - STR_LASER_RIFLE
            - STR_GRENADE
          -
            - STR_PLASMA_RIFLE
            - STR_PLASMA_RIFLE_CLIP
            - STR_PLASMA_RIFLE_CLIP
            - STR_ALIEN_GRENADE
      - alienRank: 3
        lowQty: 1
        highQty: 1
        dQty: 1
        percentageOutsideUfo: 20
        itemSets:
          -
            - STR_AUTO_CANNON
            - STR_AC_AP_AMMO
            - STR_AC_AP_AMMO
            - STR_AC_AP_AMMO
          -
            - STR_AUTO_CANNON
            - STR_AC_HE_AMMO
            - STR_AC_HE_AMMO
            - STR_AC_HE_AMMO
          -
            - STR_HEAVY_PLASMA
            - STR_HEAVY_PLASMA_CLIP
            - STR_HEAVY_PLASMA_CLIP
            - STR_ALIEN_GRENADE
      - alienRank: 2
        lowQty: 1
        highQty: 2
        dQty: 0
        percentageOutsideUfo: 20
        itemSets:
          -
            - STR_HEAVY_CANNON
            - STR_HC_HE_AMMO
            - STR_HC_HE_AMMO
            - STR_HC_HE_AMMO
          -
            - STR_HEAVY_LASER
            - STR_GRENADE
          -
            - STR_SMALL_LAUNCHER
            - STR_STUN_BOMB
            - STR_STUN_BOMB
            - STR_STUN_BOMB
      - alienRank: 1
        lowQty: 1
        highQty: 1
        dQty: 0
        percentageOutsideUfo: 0
        itemSets:
          -
            - STR_PISTOL
            - STR_PISTOL_CLIP
            - STR_PISTOL_CLIP
            - STR_GRENADE
          -
            - STR_LASER_PISTOL
            - STR_GRENADE
          -
            - STR_PLASMA_PISTOL
            - STR_PLASMA_PISTOL_CLIP
            - STR_PLASMA_PISTOL_CLIP
            - STR_ALIEN_GRENADE
      - alienRank: 6
        lowQty: 1
        highQty: 3
        dQty: 2
        percentageOutsideUfo: 50
        itemSets:
          -
            - STR_PISTOL
            - STR_PISTOL_CLIP
            - STR_PISTOL_CLIP
            - STR_GRENADE
          -
            - STR_LASER_PISTOL
            - STR_GRENADE
          -
            - STR_PLASMA_PISTOL
            - STR_PLASMA_PISTOL_CLIP
            - STR_PLASMA_PISTOL_CLIP
            - STR_ALIEN_GRENADE
      - alienRank: 7
        lowQty: 1
        highQty: 3
        dQty: 2
        percentageOutsideUfo: 50
        itemSets:
          -
            - STR_PISTOL
            - STR_PISTOL_CLIP
            - STR_PISTOL_CLIP
            - STR_GRENADE
          -
            - STR_LASER_PISTOL
            - STR_GRENADE
          -
            - STR_PLASMA_PISTOL
            - STR_PLASMA_PISTOL_CLIP
            - STR_PLASMA_PISTOL_CLIP
            - STR_ALIEN_GRENADE
    width: 50
    length: 50
    height: 4
    civilians: 16
    # roadTypeOdds: [EWRoad, NWRoad] (Crossroad is remainder)
    roadTypeOdds: [50, 25]
    terrain: URBAN
research:
  - name: STR_MIB_AGENT
    cost: 180
    points: 0
    needItem: true
    unlocks:
      - STR_MIB_ACTIVITY
  - name: STR_MIB_SOLDIER
    cost: 180
    points: 0
    needItem: true
    unlocks:
      - STR_MIB_ACTIVITY
  - name: STR_MIB_LEADER
    cost: 192
    points: 0
    needItem: true
    unlocks:
      - STR_MIB_PLOT
  - name: STR_MIB_ACTIVITY
    cost: 0
    points: 50
    needItem: true
    dependencies:
      - STR_MIB_AGENT
      - STR_MIB_SOLDIER     
  - name: STR_MIB_PLOT
    cost: 0
    points: 50
    needItem: true
    dependencies:
      - STR_MIB_LEADER
ufopaedia:
  - id: STR_MIB_ACTIVITY
    type_id: 8
    section: STR_ALIEN_RESEARCH_UC
    text: STR_MIB_ACTIVITY_UFOPAEDIA
  - id: STR_MIB_PLOT
    type_id: 8
    section: STR_ALIEN_RESEARCH_UC
    text: STR_MIB_PLOT_UFOPAEDIA
alienMissions:
  - type: STR_MIB_COVERUP
    points: 0
    raceWeights:
      0:
          STR_MIB: 100
      1:
          STR_MIB: 100
      3:
          STR_MIB: 100
      5:
          STR_MIB: 100
      7:
          STR_MIB: 100
    waves:
      - ufo: STR_MIB_PROBE
        count: 1
        trajectory: P0
        timer: 9000
      - ufo: STR_MIB_SCOUT
        count: 1
        trajectory: P2
        timer: 7800
      - ufo: STR_MIB_VESSEL
        count: 2
        trajectory: P4
        timer: 9000
  - type: STR_MIB_TERROR
    points: 0
    raceWeights:
      0:
          STR_MIB: 100
      1:
          STR_MIB: 100
      3:
          STR_MIB: 100
      5:
          STR_MIB: 100
      7:
          STR_MIB: 100
    waves:
      - ufo: STR_MIB_SCOUT
        count: 1
        trajectory: P1
        timer: 30000
      - ufo: STR_MIB_VESSEL
        count: 1
        trajectory: P1
        timer: 19200
      - ufo: STR_MIB_VESSEL
        count: 1
        trajectory: P0
        timer: 24000
      - ufo: STR_MIB_VESSEL
        count: 1
        trajectory: P7
        timer: 18000       
extraSprites:
  - type: MIB_0.PCK
    width: 32
    height: 40
    files:
      0: Resources/men_in_black/MIB_0/
  - type: inventory_MIB0
    singleImage: true
    files:
      0: Resources/men_in_black/inventory_MIB0.gif
  - type: MIB_1.PCK
    width: 32
    height: 40
    files:
      0: Resources/men_in_black/MIB_1/
  - type: inventory_MIB1
    singleImage: true
    files:
      0: Resources/men_in_black/inventory_MIB1.gif
  - type: MIB_2.PCK
    width: 32
    height: 40
    files:
      0: Resources/men_in_black/MIB_2/
  - type: inventory_MIB2
    singleImage: true
    files:
      0: Resources/men_in_black/inventory_MIB2.gif
  - type: BIGOBS.PCK
    files:
      300: Resources/men_in_black/bigobs_MIB0_CORPSE.gif
      301: Resources/men_in_black/bigobs_MIB1_CORPSE.gif
      302: Resources/men_in_black/bigobs_MIB2_CORPSE.gif
  - type: FLOOROB.PCK
    files:
      300: Resources/men_in_black/floorob_MIB0_CORPSE.gif
      301: Resources/men_in_black/floorob_MIB1_CORPSE.gif
      302: Resources/men_in_black/floorob_MIB2_CORPSE.gif
extraStrings:
  - type: en-GB
    strings:
      STR_MIB: Men In Black
      STR_MIB_AGENT: MIB Agent
      STR_MIB_SOLDIER: MIB Soldier
      STR_MIB_LEADER: MIB Leader
      STR_MIB0_CORPSE: MIB Corpse
      STR_MIB1_CORPSE: MIB Corpse
      STR_MIB2_CORPSE: MIB Corpse
      STR_MIB_COVERUP: Men in Black Coverup
      STR_MIB_TERROR: Men In Black Roundup
      STR_MIB_ACTIVITY: Men in Black Activity
      STR_MIB_PLOT: Men In Black Plot
      STR_MIB_ACTIVITY_UFOPAEDIA: Men in Black are an organization whose goal is to conceal all kind information about the aliens and their activities. They also seem to have a neutral, if not firendly, relationship with them. We need to capture a leader to know more.
      STR_MIB_PLOT_UFOPAEDIA: Men in Black and X-COM are two faces of the same coin. Both were founded by the world elites, but while X-COM was ment to fight the invaders, MIB were ment to appease them. Looks like the world leader wanted to keep their options open.
  - type: en-US
    strings:
      STR_MIB: Men In Black
      STR_MIB_AGENT: MIB Agent
      STR_MIB_SOLDIER: MIB Soldier
      STR_MIB_LEADER: MIB Leader
      STR_MIB0_CORPSE: MIB Corpse
      STR_MIB1_CORPSE: MIB Corpse
      STR_MIB2_CORPSE: MIB Corpse
      STR_MIB_COVERUP: Men in Black Coverup
      STR_MIB_TERROR: Men In Black Roundup
      STR_MIB_ACTIVITY: Men in Black Activity
      STR_MIB_PLOT: Men In Black Plot
      STR_MIB_ACTIVITY_UFOPAEDIA: Men in Black are an organization whose goal is to conceal all kind information about the aliens and their activities. They also seem to have a neutral, if not firendly, relationship with them. We need to capture a leader to know more.
      STR_MIB_PLOT_UFOPAEDIA: Men in Black and X-COM are two faces of the same coin. Both were founded by the world elites, but while X-COM was ment to fight the invaders, MIB were ment to appease them. Looks like the world leader wanted to keep their options open.

Thanks.

1204
The number before the image path is important. Where you have "0: <file path>" the image is replacing image 0 in the standard set or type. This isn't a problem for the first two images as they are in their own types. In addition, BigSprite and FloorSprite should reference the number of the desired image in BIGOBS.pck and FLOOROBS.pck respectively. You are referencing images 64 (BIGOBS) and 77 (FLOOROBS) for your corpse item when you should use 0 and 0 according to your ExtraSprite definition. You should change your ExtraSprites definition first though.

I don't get exactly what you want me to do but:

Code: [Select]
items:
  - type: STR_MIB0_CORPSE
    name: STR_CORPSE
    weight: 24
    bigSprite: 64
    floorSprite: 77
    invWidth: 2
    invHeight: 3
    armor: 30
    recover: false
armors:
  - type: STR_NONE_UC
    spriteSheet: MIB_0
    spriteInv: MIB0
    corpseBattle:
      - STR_MIB0_CORPSE
extraSprites:
  - type: MIB_0
    width: 32
    height: 40
    files:
      0: Resources/men_in_black/MIB_0/
  - type: MIB0
    singleImage: true
    files:
      0: Resources/men_in_black/inventory/MIB0.gif
  - type: BIGOBS.PCK
    files:
      64: Resources/men_in_black/bigobs_MIB0_CORPSE.gif
  - type: FLOOROB.PCK
    files:
      77: Resources/men_in_black/floorob_MIB0_CORPSE.gif

(still crashes)


Code: [Select]
items:
  - type: STR_MIB0_CORPSE
    name: STR_CORPSE
    weight: 24
    bigSprite: 0
    floorSprite: 0
    invWidth: 2
    invHeight: 3
    armor: 30
    recover: false
armors:
  - type: STR_NONE_UC
    spriteSheet: MIB_0
    spriteInv: MIB0
    corpseBattle:
      - STR_MIB0_CORPSE
extraSprites:
  - type: MIB_0
    width: 32
    height: 40
    files:
      0: Resources/men_in_black/MIB_0/
  - type: MIB0
    singleImage: true
    files:
      0: Resources/men_in_black/inventory/MIB0.gif
  - type: BIGOBS.PCK
    files:
      0: Resources/men_in_black/bigobs_MIB0_CORPSE.gif
  - type: FLOOROB.PCK
    files:
      0: Resources/men_in_black/floorob_MIB0_CORPSE.gif

(still crashes)

1205
When does the game crash, on load or when a mission (that probably has MiB members) starts?
Loading into geoscape, no problem untill: 1) starting battlescape = crash before before equip screen is shown; 2) bases --> equip craft -> skyranger --> equipment --> inventory (to equip soldiers) = crash before the equipping screen is shown
Loading into battlescape = crash

So it could be the inventory image, but it really should be ok..

1206
So I completed the graphics for the Men In Black standard soldier (sprites, inventory, corpse floor, corpse bigobs)

I wanted to test that everything worked, throwing together a quick ruleset that hijacked the standard jumpsuit into using the new Men In Black graphics...
..but it doesn't work (game crashes on loading battelscape savegame, or, in the equipping phase a the verystart of a battlescape mission, I try to access a soldier who uses the new graphics).

The resource files I'm using are:
- MIB_0.PCK (made importing the paletted bitmap into PCKview, and saving as PCK file. I'm sure it works : if I rename it XCOM_0.PCK and overwrite the original XCOM_0.PCK,  I get the new sprite inagme);
- MIB_0.TAB (this is made along the PCK above, when i save the bitmap with PCKview);
- inventory_MIB0.gif (BattleBigObs palette);
- bigobs_MIB0_CORPSE.gif (bigobs palette);
- floorob_MIB0_CORPSE.gif (battlescape palette);

This is the latest version of this "quick" ruleset. I did a lot of small change but the game crashes.. I don't know what I'm missing:
Code: [Select]
items:
  - type: STR_MIB0_CORPSE
    name: STR_CORPSE
    weight: 24
    bigSprite: 64
    floorSprite: 77
    invWidth: 2
    invHeight: 3
    armor: 30
    recover: false
armors:
  - type: STR_NONE_UC
    spriteSheet: MIB_0.PCK
    spriteInv: MIB0
    corpseBattle:
      - STR_MIB0_CORPSE
extraSprites:
  - type: MIB_0.PCK
    width: 32
    height: 40
    files:
      0: Resources/men_in_black/MIB_0/
  - type: MIB0
    singleImage: true
    files:
      0: Resources/men_in_black/inventory_MIB0.gif
  - type: BIGOBS.PCK
    files:
      0: Resources/men_in_black/bigobs_MIB0_CORPSE.gif
  - type: FLOOROB.PCK
    files:
      0: Resources/men_in_black/floorob_MIB0_CORPSE.gif


Halp!

1207
Work In Progress / Men in Black | Cover Alien | Gazer Alien | WIP new thing
« on: February 19, 2014, 12:54:28 am »
Actually when developing X-COM, Gollop wanted to add Men in Black, but Microprose said no.
The idea is: if X-COM was the expression of the "let's fight the alien invaders" side of humanity leaders, Men In Black were the expression of the "let's get in bed with the aliens invaders" side.

So I'd like to get them in, that is: add an antagonist human organization to the game.

I'm trying to keep the mechanics as simple as I can, hoping it will help to make the mod doable (I can't code. Nope).
Also they must be "simple" because aliens are and should remain the main enemy.

Basically: you have a chance of encountering them in CRASH-SITE ground missions, because while you (X-COM) get to the crashed UFO to clear the aliens out, Men in Black at the same time go there to help the aliens disappear safely. They wouldn't substitute part of the alien crew, but they'll be all extra enemies (so the mission will become more difficult if it has them in).
This chance would not be fixed:
- the more time passes between the UFO downing and the beginning of the battlescape mission, the higher the chance they have gotten there before you.
- chance doubled (or noticeably higher) if the UFO wreck is inside the territory of an Enemy Nation.

Can this be done by simply editing the ruleset (and making new graphics)? ..can this be done at all?

I already did the sprite for the MIB trooper:



Thanks for the attention.


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

1208
Work In Progress / Re: The Piratez Mod!
« on: February 18, 2014, 03:46:18 pm »
Amazing concept. And amazing the amount of work you're doing.

1209
Released Mods / Re: [WEAPON] Railgun 1.0 (with graphics!)
« on: February 18, 2014, 10:46:22 am »
Railguns and mass acelerator weapons isnt the gauss tecnology from tftd?
They both use magnetic force. The difference AFAIK is that Railgun pushes a sort of sled-bracket (which is the element susceptible to the magnetic force) that in turn pushes the projectile (which is magnetically inert); Gauss pushed directly the "naked" projectile (which is itself the element susceptible to the magnetic force). But I may very well be wrong.

1210
Released Mods / Re: [WEAPON] Railgun 1.0 (with graphics!)
« on: February 18, 2014, 01:19:40 am »
Made the sprites. Download at the bottom of the first post.

1211
Released Mods / Re: [WEAPON] Railgun (Solarius Scorch's Dart Rifle MOD)
« on: February 16, 2014, 12:19:06 pm »
Amny thanks for your nice words, but the Dart Rifle wasn't made by me. :) It's the Harpoon Gun from Terror from the Deep, and I wasn't even the person who ripped it (it was Dioxine). I just made the ruleset.

As for your rifle, at first glance it seems good. You're one of the few modders whose weapons aren't completely OP. :P I think it might actually be a little too weak, but it depends when you can access it.
I know it's the Harpoon Gun from TFTD, I was crediting for the ripping and the ruleset  :)

About its stats:
Consider I'm using a ruleset which (or at least try to) re-balances the weapons, my Heavy Plasma for example deals 80 damage (instead of default 115), the intended drawbacks of the Railgun are: small clip size, lack of autoshot, and relative high cost. You can obtain it fairly quickly, and at this point you may think it is overpowered; but again my ruleset also makes several aliens resistant or more resistant to AP damage, so the Heavy Plasma with its lower damage is still a better "all-purpose" weapon. This is all on paper of course.

The only change I'm thinking, is to raise the Aimed Shot TUs cost to 75% (so the same as the rocket launcher; or maybe a little lower at 70%).

1212
Released Mods / [WEAPON] Railgun 1.0 (with graphics!)
« on: February 16, 2014, 01:38:21 am »
So I patched together a Railgun, using the amazing Dart Rifle by Solarius Scorch (<--LINK).

*** EDIT: I made the graphics for the weapon:
- inventory (and ufopaedia) sprites;
- battlescape sprites, held and on floor.




It's intended to be a sniping weapon (basically uses the stats of UFO2000's Sniper Rifle).
Pros
+ very accurate
+ high damage (I use custom damages for the game arsenal, so you may want to tweak this value if using the vanilla arsenal)
Cons
- no autoshot
- small clip size (5 slugs)

Tested on OpenXCOM build: "openxcom_git_master_2014_02_15_1025.zip", and everything seems to work as intended. Let me know if cataclysm.

Credits:
Ruleset is rewritten on Solarius Scorch's Dart Rifle ruleset.
Ammo clip is recolored version of DartRifle Clip, provided by Dioxine.
Thanks Ryskeliini for the hints about how to mod.

1213
Work In Progress / Re: When Xcom fails...
« on: February 15, 2014, 04:38:09 pm »
Amazing!

1214
Released Mods / Re: [ARMOR] Combat Armor
« on: February 15, 2014, 02:37:00 pm »
Hi everyone,

I'm trying to use this mod but I have some problems, this is how it's working ingame:






Also when I access its UFOPEDIA entry, or when, when I accept a battlescape mission (which shold be followed by the equipping soldiers phase) with soldiers wearing the armor, the game crashes.

I'm using the latest stable (the one that uses the installer that is) OpenXCOM bulid and a custom ruleset (which modifies some weapon damages, weight, accuracy/TUs, prices, so on, nothing major).

I added the following in the "Armor.rul" file, but nothing changed.

Now, when the armors have ufopaedia text description, a small mod upgrade may be in order...
In ruleset add say:
ufopaedia:
  - id: STR_COMBAT_ARMOR_UC
...
    text: STR_COMBAT_ARMOR_UFOPAEDIA
...
extraStrings:
  - type: en-US
    strings:
...
      STR_COMBAT_ARMOR_UFOPAEDIA: Standard combat armor, offers basic protection against enemy fire.
  - type: en-GB
    strings:
...
      STR_COMBAT_ARMOR_UFOPAEDIA: Standard combat armor, offers basic protection against enemy fire.


What to do?

***EDIT: Switching to the dev build (openxcom_git_master_2014_02_15_1025.zip) fixed it. ***

1215
Work In Progress / Re: additional armour types
« on: September 16, 2012, 12:51:53 pm »
I think the main problem with armor adding weight is that you cannot strip the armor off while in battle.

in apocalypse, you could easily change armor in battle, it worked just like any other item, only with special slots.

imagine putting heavy armor on your soldiers only to realise that the front row guys in the skyranger cannot move anymore, so your troops are trapped inside the skyranger.

or somebody receives damage and strength is decreased (I'm not sure if that's the case, but I can think of situations where such a mechanic would make sense, so it might happen in a mod...), and suddenly the soldier is unable to move because of his armor.

you need something to prevent these situations, to avoid frustration.

maybe we should actually make armor an item... taking it off or putting it on would simply take 100% TU, to have some semblance of realism, but at least you can do it. :)
Well if you over-weight the soldier so much to the point of immobilization, you should get a message in the equipment screen; armor alone can't immobilize even the weakest soldier (unless you set the armor weight 5 times heavier than the actual Apocalypse heaviest armor).
Also a soldier get strength damaged by an attack (no attack in any X-Com influence strength as far as I know) and thus immobilized by the weight because he was heavily equipped, I just find it a natural consequence you have to deal with, just like a soldier zombified by a chryssalid/brainsucked by a branisucker. A modded strength attack must be balanced, making it non-cumulative, so even a damaged a soldier can drop everything but the armor to be able to move again).

Those are extremely borderline (and avoidable) issues that shouldn't rule out this good weight system. This is my opinion obviously.

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