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Messages - robin

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31
Alright I think I understand why the game crashed.

32
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}

33
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.

34
Help / Re: Base site with random race different from UFO waves races?
« on: April 05, 2019, 09:55:21 pm »
1/ I already use the random members feature (IIRC I was the one that first requested it :P). But it is not what I'm looking for in this case.

2/ This is the ideal solution. But.... are other modders interested in this too? Because I personally only need a random selection among few races, so the duplication is far from massive (I actually already duplicated everything). I don't really want to waste your time having you code for trivial stuff like this.



35
Work In Progress / Re: [WIP][MOD][OXCE+] From the Apocalypse 0.4c
« on: April 05, 2019, 09:44:22 pm »
Woah! Will definitely use it.

36
Help / Base site with random race different from UFO waves races?
« on: April 05, 2019, 12:19:07 am »
In my mod aliens do the usual alien infiltration, but after succeeding a "subverted headquarters" is spawned instead of the normal alien base (it is a base-like kind of site, and if you beat that mission you can win the country back).
The subverted HQ is populated by mixture of humans and aliens, so it uses a different race from the infiltration UFOs (which is a aliens-only race); this can be obtained straightforwardly using the "race" parameter of the alienDeployment.
My problem is that I'd like the subverted HQ to have a bit of variation in that department, but the "race" parameter only takes one race which means a fixed race for all the subverted HQs ever.

So far the only turnaround I thought of is to duplicate everything: multiple identical alien missions, each with its identical subverted HQ, each with its own race. This would give me the result I want but it is quite inelegant with all that duplication. Is it my only option?

Thanks.

37
Help / Re: mapScripts + addLine + maxUses ?
« on: March 09, 2019, 10:53:58 pm »
Oh I don't need coding, it's a non-issue.  :P

38
Help / Re: mapScripts + addLine + maxUses ?
« on: March 09, 2019, 09:10:40 pm »
You can also use the remove command to replace one of the default road blocks with the exceptional one, but that requires a lot of map scripting
I see. I honestly want to keep my scripts simple, so I don't think I'll use that solution.
Damn, the current terrain I'm doing is really difficult to put together.

39
Help / mapScripts + addLine + maxUses ?
« on: March 09, 2019, 02:03:50 pm »
maxUses doesn't seem to work for the addLine (direction: both) command.
Is my only option to have (in the terrain definition) several duplicates of the default road block, so the exceptional road block is used rarely by mere chance?
Thanks

40
Work In Progress / Re: [WIP][MOD][OXCE+] From the Apocalypse 0.4c
« on: March 05, 2019, 09:24:42 pm »
Wait... Is this a headcrab over there?
It's a brainsucker-wannabe.

41
OpenXcom Extended / Re: [Documentation] Getting High on Vertical Terrain
« on: February 10, 2019, 10:26:55 am »
Yes, the underground hangar can work, it'd look something like this:
Code: [Select]
mapScripts:
  - name: STR_UNDERGROUND_HANGAR
    commands:
      - type: addCraft
        size: [1, 1, 8] # either 8 or the height of your deployment
        verticalLevels:
         - type: ground
           size: [1, 1, 0] # either 0 or the z-level where your craft is supposed to be
         - type: craft
           size: [1, 1, 4] # either 4 or the height of the craft's map
         - type: ceiling
           size: [1, 1, 4] # either 4 or the height of the blocks you want placed above the craft
Won't define a size like that be suited only to crafts that can fit into a 10x10 map block?
The x, y values should adapt to the size of the craft involved in the mission... I think. Even in vanilla crafts have different sizes.

42
OpenXcom Extended / Re: [Documentation] Getting High on Vertical Terrain
« on: February 09, 2019, 10:24:01 am »
Is it possible to place the x-com craft in a middle level, like it's parked in an underground hangar?

I must say that I'd like more in-depth example of this. Is someone using this feature so I can steal check the ruleset?
 

43
OpenXcom Extended / Re: Time to clean up user options
« on: February 07, 2019, 12:24:09 am »
Alright got it.

44
OpenXcom Extended / Re: Time to clean up user options
« on: February 07, 2019, 12:06:32 am »
This check would be done only once... at the beginning of the mission (before turn 1). If at least one of your soldiers generates at least some light, NV will not activate.
For example, in normal vanilla game, it would never activate.

Your point is definitely not rude, I don't like night vision either... if you ever have any problems with it... I will be the first to implement a hard switch off for you.
I see.
What if someone is making a Cthulhu mod set in 1910, using 0 unit light to force the player to equip (occupying one hand) cumbersome lanterns/torches? Would night vision turn on since unit light is 0? In that kind of setting NV would be out of place. A fantasy setting could have the same issue I guess.
Maybe I'm missing something because I don't use NV: is it always available or do I have to define its availability in the armor definition?

45
OpenXcom Extended / Re: Time to clean up user options
« on: February 06, 2019, 10:35:30 pm »
Automatic Night Vision - if xcom units generate enough light that the screen is not pure black, don't do anything... if "pure black", turn NV on automatically
What happens when you mind control an alien? Do mind controlled aliens get default unit light (I honestly don't remember) and so auto-NV is prevented?
I might sound rude but to simplify my point: I don't like night vision and I don't want to use it ever; if this rework can accidentally activate NV, then I'd prefer it to be optional.

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