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Messages - robin

Pages: 1 [2] 3 4 ... 82
16
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.28.2
« on: April 11, 2024, 12:09:52 am »
new version up, 0.28.2
* refurbished and streamlined TEMPLE terrains and maps.

17
OXCE Support / [Solved] accuracy % on fire cursor
« on: April 09, 2024, 10:47:55 pm »
In my mod I use UFOExtender accuracy because I want to display the accuracy % on fire cursor.
It removes the need to reopen the shooting menu to check current accuracy.
Is helps the player understand when trying to shoot a out-of-LoS target (accuracy is halved).

However I'm not interested in the actual features of UFOExtender accuracy (range-based accuracy and all that).
As a result, I have to set to all firearms:
Code: [Select]
aimRange: 999
snapRange: 999
autoRange: 999

It is absolutely not a big deal! (in fact, I'm already doing it), but I wonder if there is a simpler way to activate the % on firing cursor.

18
So, I have added some new attributes to alien mission ruleset.
The main attribute is "operationType", which says if it is an Earth-based operation or not.

Possible values:

 - 3 = AMOT_REGION_NEW_BASE_IF_NECESSARY = use an existing alien base in the mission region, if there is none, create a new one
 - 5 = AMOT_EARTH_NEW_BASE_IF_NECESSARY = use any existing alien base, regardless of region, if there is none, create a new one (in the mission region)
 - 6 = AMOT_EXISTING_BASE_HUNT_MISSION = don't do anything = use the already assigned base that spawned this mission


Doubt:
Do these work only for alienMissions created from genMission, or also for alienMissions created by missionScripts?

edit: I guess this is a dumb question, values 3 and 5 must work with missionScripts otherwise it would make no sense.

19
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.25.6
« on: April 09, 2024, 10:24:25 pm »
Great news!
It's a really cool and unique project which deserves more visibility.
thanks!

----

new version up, 0.28.1

0.28.1
* don't remember but more tweaks.
0.28.0
* restored fake UFOextender accuracy, needed for cursor.
* overhauled economy and manufacturing.
* fixed all research costs.
0.27.1
* removed UFOextender accuracy stats, they weren't needed anyway
* UFOextender accuracy not enforced anymore.
0.27.0
* tweaked and rearranged, constants and difficulty settings.
* deprecated startingTime_apoc.rul, settings copied to vars_apoc.rul.
0.26.1
* new HE explosion animation, take 2.
* fix: Cult units now recoverable as supposed to.
* added melee miss animation.
* added Stun Knuckles melee weapon.
* significantly reduced num of UFOs in alienMissions.
0.26.0
* tweaked OFFICE POLICE terrain.
* melee hit animation.
* stun net changed to normal explosion.
* slash hit animation.
* fix: some WASTELAND MCDs.
* fix: added INTERWIN_CRAFT_PEGASUS missing interwin.
0.25.7
* acid explosion animation.
* shock explosion animation.

20
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: March 29, 2024, 08:43:11 pm »
Where should `recoverCorpse` be defined? The corpse item or the live unit item? (Both?)

21
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.25.6
« on: March 29, 2024, 08:42:11 pm »
it feels good to see this mod is still worked on after all these years, may I ask how much is left to do so thsi mod reach 1.0
Thanks ;D
Content-wise I'm almost done, I dare to say. I'm currently doing a playthrough to test the gameplay and fix the countless bugs.

22
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.25.6
« on: February 05, 2024, 12:33:55 am »
new version up, 0.25.6

23
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.25.5
« on: January 26, 2024, 10:41:35 pm »
Thanks! Will include it in next version

24
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.25.5
« on: January 14, 2024, 10:29:59 pm »
new version up, 0.25.5

25
Help / Re: Base information custom background not working
« on: October 17, 2023, 09:37:51 pm »
Thank you all :)

26
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.24.1
« on: October 15, 2023, 10:44:10 pm »
If this is an alien base site, then it should probably look like this:

Code: [Select]
  STR_CULT_GREATEST_MANOR_EXALT_ASSAULT: "EXALT Manor"
  STR_CULT_GREATEST_MANOR_EXALT_ASSAULT_: "EXALT Manor-{0}"
(example from XCF)

The line with an underscore is for numbering alien bases (base number 1, 2, 3 etc.).
is this needed only for base missions or also for site missions?

27
Help / Base information custom background not working
« on: October 15, 2023, 10:37:28 pm »
I defined a custom image, but it is not used ingame, I don't understand why.

Ruleset:
Code: [Select]
  - type: BACK07.SCR  # base stats
    singleImage: true
    width: 320
    height: 200
    files:
      0: Resources/apoc/BACK_SCR/BACK07_SCR.png

Image attached.
Full mod here: https://openxcom.org/forum/index.php/topic,3319.0.html

Anyone could help me understand what's wrong?
Thank you

28
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.25.0
« on: October 15, 2023, 10:32:30 pm »
new version up, 0.25.0.

haven't had enough time for testing, sorry about that, expect bugs.
the final mission is also bugged: you should be able to complete it by destroying the critical MCD, but it doesn't seem to work, don't know why.

29
OXCE Suggestions DONE / Re: [DONE][Suggestion] Ladders / climbing
« on: May 06, 2023, 09:03:49 pm »
So..
If I add those attributes to the stats of an alien armor, say the Chryssalid armor, the alien will be able to climb walls?

30
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.24.1
« on: May 06, 2023, 08:58:05 pm »
Thanks for the explanation. That one in particular is a mission site but none of my base sites has the "-{0}", I need to fix that.

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