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Messages - robin

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16
Help / Re: MYFILE.MCD limits?
« on: May 08, 2019, 11:23:00 pm »
Damn, I'm already at 55 KB.

17
Help / MYFILE.MCD limits?
« on: May 08, 2019, 10:48:10 pm »
I can't find anymore the various limits of the MCDs. I know that the total "placeable" MCDs for maps is 255 (or 254), but that's not what I need.
What is the max amount of MCDs that a single MCD library can contain ?
What is the max amount of graphical sprites (PCKs) ?
For example my XBASEN1.MCD library has 96 MCDs and 104 PCKs (simply because some MCDs are animated and use more than 1 PCK). How many more of both can I add?

Thanks.

18
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: May 04, 2019, 12:41:58 pm »
I noticed that only weapon-type craftWepons are shown on the interception window. Passive craftWeapons, such as one that grants extra speed, accuracy, and so on, are not.
Would it be possible to show them too (obviously omitting the range indicator, since they don't have any)? I think it would be useful, and especially more cool, to show them.
I guess this is sort of a selfish request, but I just finished a bunch of icons and seeing them not appear was disappointing :P.

19
OpenXcom Extended / Re: interruptPercentage vs endlessInfiltration
« on: April 28, 2019, 07:35:32 pm »
I see. Thanks.

20
OpenXcom Extended / interruptPercentage vs endlessInfiltration
« on: April 28, 2019, 03:50:14 pm »
I'd like giving the player the ability to thwart alien missions (specifically the infiltration type).
Setting "endlessInfiltration: false" has the same practical effect as setting "interruptPercentage: 100" to all the UFOs in the mission waves?

(Maybe it's worth mentioning that I'm designing the waves so that all UFOs appear more ore less together, unlike vanilla where they appear one after another).



21
ohartenstein23 take your time, don't worry!
Moreover it isn't a big issue; in the worst case I could tweak the map blocks and open up the corridors preemptively, making the digTunnel command unneeded.

22
I have a problem with the with the digTunnel command: the tunnels are not dug for the map blocks under the X-Com craft (see screenshot, places marked with red crosses shoudl be open; you can see it works for the other map blocks -green circles).

Full script:

Code: [Select]
  - type: U_DIMENSION  # U_BUILDING + U_PLANET using verticalLevels
    commands:
    - type: addCraft
      size: [1, 1, 9]
      verticalLevels:
       - type: ground
         size: [1, 1, 5] # either 0 or the z-level where your craft is supposed to be
         groups: 0
       - type: decoration
         size: [1, 1, 0] # either 0 or the z-level where your craft is supposed to be
         terrain: U_PLANET
         groups: 1
       - type: craft
         size: [1, 1, 4] # either 4 or the height of the craft's map
   
    - type: addBlock
      #groups: 2
      #executions: 1
      size: [1, 1, 9]
      verticalLevels:
      - type: ground
        size: [1, 1, 5]
        groups: 2
      - type: ceiling
        size: [1, 1, 4]
        terrain: U_PLANET
        groups: 2
     
    - type: addBlock
      size: [2, 2, 9]
      verticalLevels:
      - type: ground
        size: [2, 2, 5]
        groups: 3
      - type: ceiling
        size: [2, 2, 4]
        terrain: U_PLANET
        groups: 3
       
    - type: addBlock
      size: [2, 2, 9]
      executions: 3
      verticalLevels:
      - type: ground
        size: [2, 2, 5]
        groups: 3
        blocks: [1, 2, 5, 6, 7, 8, 9, 10, 15]
        maxUses: [1, 1, 1, 1, 1, 1, 1, 1, 1]
      - type: ceiling
        size: [2, 2, 4]
        terrain: U_PLANET
        groups: 3
        maxUses: 1
       
    - type: fillArea
      size: [1, 1, 9]
      verticalLevels:
      - type: ground
        size: [1, 1, 5]
        groups: [0, 1]
        freqs: [3, 1]
      - type: ceiling
        size: [1, 1, 4]
        terrain: U_PLANET
        groups: 0
     
    - type: digTunnel
      direction: both
      tunnelData:
        level: 1
        MCDReplacements:
          - type: corner
            set: 11
            entry: 2
          - type: westWall
            set: 11
            entry: 1
          - type: northWall
            set: 11
            entry: 0
          - type: floor
            set: 11
            entry: 50
           
    - type: digTunnel
      direction: both
      tunnelData:
        level: 3
        MCDReplacements:
          - type: corner
            set: 11
            entry: 2
          - type: westWall
            set: 11
            entry: 1
          - type: northWall
            set: 11
            entry: 0
          - type: floor
            set: 11
            entry: 50



23
Alright thanks!

24
    - type: addBlock
      size: [2, 2, 9]
      executions: 3
      verticalLevels:
      - type: ground
        size: [2, 2, 5]
        groups: 3
        blocks: [1, 2, 5, 6, 7, 8, 9, 10, 15]
        maxUses: [1, 1, 1, 1, 1, 1, 1, 1, 1]
      - type: ceiling
        size: [2, 2, 3]
        terrain: U_PLANET
        groups: 0


I'm adding 2x2 map blocks of the ground terrain. The problem is that the ceiling terrain consists of 1x1 map blocks only.. With the above command no ceiling map blocks are placed over the ground 2x2 map blocks. Is there a way to "fill the area" with 1x1 map blocks or do I strictly need 2x2 ceiling blocks to cover 2x2 ground blocks? (It is not a problem for me to make some new 2x2 map blocks! I just want to know before starting doing it).
Thanks.

25
I think I solved it by adding the following to the deployment:
    markerName: STR_SUBVERTED_HQ
    markerIcon: 7
    points: 5

26
Work In Progress / Re: [WIP][MOD][OXCE+] From the Apocalypse 0.4c
« on: April 23, 2019, 12:05:41 pm »
I had already seen that page. I personally don't hate the worm sprite as much as he does, but I the issue he describes is evident.

27
 alienMissions:
 - type: STR_ALIEN_SUBVERSION  # replaces classic ALIEN INFILTRATION
    #operationType: 6  # take off and land in the same alien base that spawned the mission
    points: 150  # Pact score only awarded on month end
    objective: 1
    siteType: STR_SUBVERTED_HQ
    spawnZone: 4 # Mission zone for alien bases
    raceWeights: *raceWeightsAlienDrop
    waves:
      - ufo: STR_UFO_PROBE
        count: 1
        trajectory: P0
        timer: 16500
      - ufo: STR_BATTLESHIP
        count: 2
        trajectory: P7
        timer: 60

alienDeployments:
  - type: STR_SUBVERTED_HQ
    data:
      [ cut ]
    width: 50
    length: 50
    height: 4
    terrains:
      - HQ
    randomRace: [STR_SUBVERTED_NEUTEK, STR_SUBVERTED_OMNISYNTH]
    script: HQ
    briefing:
      textOffset: -16
      title: STR_SUBVERTED_HQ_MISSION
      desc: STR_SUBVERTED_HQ_BRIEFING
      background: BACK01.SCR
      showTarget: false
    alienBase: true    # this is only to tell new battle mode what to do with this deployment

The alien mission happens corectly, with the country forming a pact with the aliens at the end, but the STR_SUBVERTED_HQ site is not generated.
The deployment works correctly in New Battle mode.
What I'm doing wrong?
Thanks.

28
Alright I think I understand why the game crashed.

29
In my mod all the alien missions are spawned by "Dimensional Gates" in the same manner the supply mission is spawned from an alien base in vanilla UFOEU. (Dimensional Gates are themselves base-like sites).
The idea is that the UFOs should take off (spawn) at the gate location (the one that generated it), do the nasty stuff, then go to any (nearest?) gate to despawn. The despawn location must be a gate-type base; if this isn't possible, then I'd set it to go back to the spawning gate.

As far as I understand this can be achieved by using:
operationType
operationSpawnZone
operationBaseType
but I honestly don't understand these (especially the latter two). I tried to set "operationType: 6" but it crashes the game (M range).

Halp!

P.S.
I'm also using the feature to "upgrade" the alien gates as time passes. So actually there are several gate-type sites. I don't know how this factors in the above issue.[/s}

30
Help / Re: Base site with random race different from UFO waves races?
« on: April 05, 2019, 10:51:05 pm »
Oh.
Thank you a lot.

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