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Messages - robin

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16
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: November 23, 2019, 12:32:03 am »
Code: [Select]
  - type: STR_PSICLONE
    requires:
      - STR_PSICLONE
    size: 0.1
    costSell: 63000
    weight: 5
    bigSprite: 456
    floorSprite: 456
    handSprite: 456
    hitAnimation: 96
    psiAnimation: 96
    hitSound: 36
    psiSound: 96
    battleType: 9
    twoHanded: false
    invWidth: 1
    invHeight: 2
    accuracyMultiplier:  # but what is the base accuracy? if they're multipliers and base accuracy is 0, then 0*x=0
      psiSkill: 0.5
      flatHundred: 0.5
    tuUse: 25
    tuMindControl: 0  # diables mind control
    tuPanic: 25
    flatRate: true
    recoveryPoints: 8
    armor: 15
    attraction: 1
    psiRequired: false
    #aimRange: 1  # what about this, can dropoff work without it...?
    dropoff: 1  # does this reduce the accuracy over distance of mind control and panic too, or only the stun attack???
                     # what i'm trying to achieve is the chance of panic success to decrease with distance
    psiAttackName: STR_STUN_UNIT
    damageType: 6  # stun
    power: 50
    powerRangeReduction: 1
    damageBonus:
      psiStrength: 0.5
    damageAlter:
      ArmorEffectiveness: 0
      FixRadius: 0
      RandomType: 2
      IgnoreDirection: true
    LOSRequired: false

This seems to work. If I assign it to an unit with psiSkill=0, will the unit use this?
(Also I have lot's of doubts about how this all works...  :-[)

Maybe I should ass these in there:
Code: [Select]
    accuracyPanic: 60
    accuracyMindControl: 0
    accuracyUse: 50  # how does this accuracy work? I want the attack to always hit, like a psi attack

17
The X-Com Files / Re: The X-Com Files - 1.0.2: Judgement Day
« on: November 22, 2019, 11:35:26 pm »
I think the XCOM_PSICLONE *might* not work.
I copy-pasted it in my mod (besides the sprites) and in Quick Battle mode it doesn't do anything at all. It could be some bullshit in my mod causing it though.

18
Work In Progress / Re: [WIP][MOD][OXCE+] From the Apocalypse 0.6.1
« on: November 22, 2019, 09:06:27 pm »
thanks will fix

19
Work In Progress / Re: [WIP][MOD][OXCE+] From the Apocalypse 0.6.1
« on: November 21, 2019, 10:27:34 pm »
Thanks !

Sorry, there's one thing I don't understand....  :-[
In the file "language_apoc.rul" I see:
STR_GRIFFON_UFOPAEDIA: Multirole; made by Uni-Dynamics; CONTRACT-only


But in the "research_apoc.rul" file I see:
  - name: STR_GRIFFON_ASP
    lookup: STR_GRIFFON
    cost: 10
    points: 0
    dependencies:
      - STR_CONTRACT_MEGAPOL


I think there's a little-little very little bug in the "language_apoc.rul" file ... or in "research_apoc.rul" file !  :-[
yep that's another issue! thanks

20
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: November 21, 2019, 10:02:24 pm »
I see there are several options to define psi devices/weapons. Can the AI use them or is it always going to fallback on the ALIEN_PSI_WEAPON ?

21
Work In Progress / Re: scratching my head on missionScripts
« on: November 20, 2019, 11:38:03 pm »
It's counted from the moment the mission is generated.

The game uses:

a/ either startDelay from mission script and ignores the first wave timer

b/ or if startDelay from mission script is zero... it uses the first wave counter instead
Thanks

22
Work In Progress / Re: [WIP][MOD][OXCE+] From the Apocalypse 0.6.1
« on: November 20, 2019, 09:49:02 pm »
Thank you both!
Enjoying the mod immensely robin! Found a bug though - STR_OCULANT_NAVIGATOR doesn't have a live alien item, so it causes a crash whenever you try to capture one. I'm attaching a save just before I finish an Alien Gate mission where I capture one and it crashes. Just have the selected soldier shoot the spitter to kill it and end the mission. Minor related bug - the oculant navigator is also missing an extraStrings entry.
Will fix. You might encounter a problem also with STR_ANTHROPOD_SQUAD_LEADER, and STR_OCULANT_TECHNICIAN.
In general the campaign is broken.
I'm currently working on making it all better in that department, and making missions a little more meaningful to the context of the setting.

Little bug in "ufopaedia_apoc.rul" !  ;) [...]
Tks !
Will fix!

23
Work In Progress / Re: scratching my head on missionScripts
« on: November 18, 2019, 11:17:15 pm »
Dumb questions round 2nd.
The following is from vanilla

    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
        timer: 9000

Why is there a 9000 timer on the first wave? What is it counted from:
a) From the moment this mission is generated by the script
b) From the end of the last wave of the previous mission generated by the same script
c) something else entirely
?

24
Work In Progress / Re: scratching my head on missionScripts
« on: November 16, 2019, 06:34:33 pm »
Thanks for the explanation.

25
Work In Progress / scratching my head on missionScripts
« on: November 16, 2019, 02:56:01 pm »
As far as I know, missionScripts are executed monthly.

  - type: alienA
    executionOdds: 100
    startDelay: 1000

The above script will start executing STR_MISSION_A after a delay of 1000 + the 'timer' of the first wave, from the beginning (day 1st) of the month (let's call it "month x")?
If the waves timers are short enough, will STR_MISSION_A be run many times during month x, or will it be executed only once?

Then comes "month x+1" and alienA is interrupted, to be executed again for month x+1 ?
This time though STR_MISSION_B is selected and STR_MISSION_A is halted after the last wave. Is it correct?
STR_MISSION_B will start executing from:
 - month x+1 day 1st + 1000 + timer
 - STR_MISSION_A last wave end (let's say the mission  is so long it goes on on month x+1) + 1000 + timer

Thanks.


26
Work In Progress / Re: [WIP][MOD][OXCE+] From the Apocalypse 0.6.1
« on: November 14, 2019, 10:44:02 pm »
Thanks.
Whenever I look at my new UFOs I can't help to think they don't look that good after all.
BUT the alien "base" on the other hand looks really great so I'm still happy 8)

27
OpenXcom Extended / Re: weapon firing arcing/non-arcing ammo
« on: November 12, 2019, 11:36:37 pm »
Thanks. I noticed there was the confShot option to selectively use arcing fire, but wouldn't that make the weapon load both ammo types at once (since it uses different ammo slots)? I don't want that.
I'll just forgo the arcing missile, I wasn't even completely sold on its inclusion :P


28
OpenXcom Extended / weapon firing arcing/non-arcing ammo
« on: November 12, 2019, 10:57:15 pm »
My mod has a missile launcher that, in theory, launches two types of missiles:
- a guided missile that uses waypoints (see blaster bomb)
- a missile that flies in an arcing trajectory
I instinctively placed the peculiar entries (waypoints/arcinShot) in definition of the ammo, respectively, instead of the launcher. The waypoint missile seemed to work perfectly but the arcing missile was just flying straight.
I tried to put arcingShot into the launcher.. and now also the waypoint missile flies -not unexpectedly- in an arcing trajectory (with comical, but also quite buggy results).
Is it impossible to have these two different type of ammunition for the same launcher?

Ruleset:
Code: [Select]
  - type: STR_GUIDED_LAUNCHER
    requiresBuy:
      - STR_CONTRACT_NEUTEK
    size: 0.3
    costBuy: 82000
    costSell: 61500
    weight: 12
    bigSprite: 584
    floorSprite: 584
    handSprite: 584
    bulletSprite: 0
    fireSound: 52
    compatibleAmmo:
      - STR_ROCKET_HE_LARGE
      - STR_ROCKET_GUIDED
    confAimed:
      name: STR_LAUNCH
    accuracyAimed: 120
    tuAimed: 70
    battleType: 1
    twoHanded: true
    invWidth: 2
    invHeight: 3
    recoveryPoints: 4
    armor: 50
    attraction: 1
    aimRange: 200
    snapRange: 200
    dropoff: 0
    tuLoad: 10
    tuUnload: 8
    noLOSAccuracyPenalty: 0
    #arcingShot: true
  - type: STR_ROCKET_HE_LARGE
    requiresBuy:
      - STR_CONTRACT_NEUTEK
    size: 0.2
    costBuy: 2300
    costSell: 1725
    weight: 7
    bigSprite: 325
    floorSprite: 325
    hitSound: 0
    hitAnimation: 0
    power: 120
    damageType: 3
    clipSize: 1
    battleType: 2
    invWidth: 1
    invHeight: 3
    arcingShot: true
  - type: STR_ROCKET_GUIDED
    requiresBuy:
      - STR_CONTRACT_NEUTEK
    size: 0.2
    costBuy: 13500
    costSell: 10125
    weight: 8
    bigSprite: 324
    floorSprite: 324
    hitSound: 0
    hitAnimation: 0
    power: 100
    damageType: 3
    clipSize: 1
    battleType: 2
    waypoints: 5
    invWidth: 1
    invHeight: 3
    recoveryPoints: 1

29
Work In Progress / Re: [WIP][MOD][OXCE+] From the Apocalypse 0.6.1
« on: November 11, 2019, 09:40:50 pm »
Thank y'all. The cold weather has taken over and so modding resumes.
Next release will focus on taming the mess, so I can upload it on the official mod portal too, so it can be downloaded from two different locations.

30
Work In Progress / Re: [WIP][MOD][OXCE+] From the Apocalypse 0.6.1
« on: November 10, 2019, 07:50:14 pm »
new version up.
messier than usual, but i still wanted to push it out because earlier version was broken for latest OXCE releases.

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