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Messages - Warboy1982

Pages: 1 ... 4 5 [6] 7 8 ... 134
76
Open Feedback / Re: How do aliens interact with ammunition?
« on: April 06, 2018, 07:12:01 am »
yeah, order as listed in the ruleset = order of precedence

77
This long standing bug has been resolved.

78
Help / Re: Exceeding 1,000 HandObs in 1 Mod?
« on: February 17, 2018, 01:52:51 pm »
sounds good, go for it (dynamic is better honestly)

79
Help / Re: Exceeding 1,000 HandObs in 1 Mod?
« on: February 17, 2018, 11:14:35 am »
i've upped the limit to 100,000. honestly i'm a little surprised how quickly people seem to be hitting the limit.

80
Troubleshooting / Re: Terror from the Deep not saving on Raspberry Pi
« on: January 31, 2018, 07:19:21 pm »
check the log file, it may yield some details, i'm guessing it's something "wrong" with the save folder for TFTD (we use seperate ones for each game)

81
Offtopic / Re: X-Com Explosions are skulls
« on: January 18, 2018, 06:57:09 am »
spoiler: everything in xcom is skulls


82
Help / Re: Is it possible to create units with 2 fixed weapons?
« on: January 16, 2018, 12:07:57 pm »
for one thing you need to include the ammo in the list

83
Help / Re: UI help please
« on: January 11, 2018, 12:56:38 am »
sorry, i had assumed you'd used colour offset 240-244 for the button and it was swapping the palette to the greyer colours at offsets 235-239, what's actually going on is you've used colours that are fine, but neglected to alter the information in interfaces.rul

while this file may seem impenetrable, rest assured, it is.
all you need to do is make a ruleset that changes buttonReserveNone from 67 to 131* to reflect the section of the palette you're using.
what this does is define the "mid" point of your colour range, around which colours will be swapped (130 will be transposed with 132, 129 with 133, and so on)

Code: [Select]
interfaces:
  - type: battlescape
    elements:
      - id: buttonReserveNone
        color: 131

*this may not be the exact value you're looking for, but it should be in the right ballpark.

84
Help / Re: UI help please
« on: January 10, 2018, 08:19:17 am »
it'll most likely be the colour or shade you're using

85
Open Feedback / Re: MISSING @MORE THAN 100% CHANCE
« on: January 10, 2018, 07:49:47 am »
here's what the hitboxes look like to the engine: cylinders.
the yellow 2x2 one is an xcom tank, and the purple one is a floater.
the green one in the middle is a street light, geometry gets slightly more detailed 3d representation.
i can't speak for mods, but the aliens in xcom are solid masses.

86
Help / Re: Two questions.
« on: January 06, 2018, 03:56:03 am »
1: no. energy consumption is a factor of time unit consumption. you CAN however enable 'alternate movement methods' to allow sprinting, which burns less time units and more energy to move.
2: yes. mapscripts can easily FillArea with an array of mapblocks rather than simply using dirt.

87
40k / Re: 40k
« on: January 02, 2018, 07:17:36 am »
holy crap those sprites are sexy

88
Help / Re: Why is the background green?
« on: December 21, 2017, 11:11:15 pm »
i'm pretty sure you can get older versions of photoshop free from adobe

89
Help / Re: A few questions about the use of shotgunPellets:
« on: December 21, 2017, 08:32:38 pm »
seems you're right, that should be 0.05 for a 5% drop-off after normalization. but that being said it was an arbitrary number to begin with that i intended to tune to give me a decent spread. i got a decent spread to begin with, and never changed it.

90
Help / Re: A few questions about the use of shotgunPellets:
« on: December 21, 2017, 06:15:31 am »
However, the amount of accuracy that each pellet loses is large, making it nearly an aimed shot + a 0% autoshot of the extra pellets.

not quite, it's a linear dropoff of 5% per pellet applied sequentially, so one pellet is at 100% accuracy, one is 95%, one is 90% and so on until it bottoms out.
i should probably add some random element to the dropoff or ruleset it or both.

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