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OpenXcom Extended / Re: Scripting basics
« Last post by Yankes on Today at 06:50:14 pm »
After looking to code I did not find any script that is run for item between moment of unit death and grenade explosion.
Next turn events are called after this.

To fully support this I would need ad new script to handle this.
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OpenXcom Extended / Re: Scripting basics
« Last post by Kzer-Za on Today at 04:28:10 pm »
Quote
Debug message is only visible if you run game with debug mode enabled (avaialbe in user config).

Ah, now I see them! :)

Quote
what exactly you want do? because It could be work around this.

Well, I'm trying to prevent the above-said grenades from "exploding" after the death of the owner.

If I kill the owner Celatid during my turn, everything is ok, because their timers are set to odd numbers (5, 11, 17, etc), so they would go off at the end of the alien turn. Let's say, the owner Celatid is killed and it's my turn (say, the 4th). When the turn changes to the alien turn, it becomes the 5th, newTurnItem event is triggered, the timer gets set to -1, so the grenade is unprimed, and it does not "explode" at the end of the turn 5. So far so good.

But what if the Celatid gets killed by reaction fire or friendly fire from some Muton during the turn 5, 11, or 17? The event newTurnItem has been triggered in the beginning of this turn, and since the owner Celatid was alive, it did not do anything. Now the Celatid is killed, but the grenade is still primed, and at the end of the turn it works, and behold: the Celatid corpse spawns a live clone!

That is why I want to check the moment of death (by comparing to_health and unit.getHealth during damageUnit event), at that moment get the items owned by the dying Celatid, and unprime its grenades. Or better yet, destroy them or remove from the game, if it's possible.
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XPiratez / Re: [MAIN] XPiratez - J16 - 8 Aug -Zombie Dreams
« Last post by Ethereal_Medic on Today at 04:23:40 pm »
My Advice: Don't use smoke-cover against zombies.
They have natural sense of 40 so they simply know where your squad is hiding/lurking around.
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The X-Com Files / Re: Bugs, crashes, typos & bad taste
« Last post by krautbernd on Today at 04:18:11 pm »
Mission "Cyberweb Heist". When my craft had reached destination point the game was crashed with following error.
See second post from the top on the preceeding page and my follow-up. Cause is that items are spawned out of bounds. You can fix this yourself by editing the terrains_XCOMFILES.rul - the entry in question starts at line 8975.
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The X-Com Files / Re: Bugs, crashes, typos & bad taste
« Last post by gwynbleidd2019 on Today at 03:22:22 pm »
Mission "Cyberweb Heist". When my craft had reached destination point the game was crashed with following error.
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XPiratez / Re: Re: [MAIN] XPiratez - J16 - 8 Aug -Zombie Dreams
« Last post by mercy on Today at 02:32:08 pm »
Kryptonite to my 52-soldier Expedition miniMOD:
(Highest difficulty/ironman)

Our weapons: spiked SMGs, grenades and crates of violence.

versus

Three Singer Zombies, Chryssalids and many simple zombies turning into Chryssalids..

During the campaign many brave and cowardly souls were lost from the original 52. What remained: I thought, arming a 27-member, able-bodied mixed mob of peasants & Hands with SMGs, grenades and crates of violence will be enough to put down those boring 3 or 4 zombies that usually came against us ** before **.. at near game begin. I was expecting a boring, short battle. I thought it usual to see a maximum of 5 enemies or so...  and then this:




Squad-wipe.. multiple times over: badly thrown crates of violence and grenades decimating my gals, gals going berserk and killing their teammates carrying lots of live-explosives.. those exploding in one place, desintegrating half a dozen nearby teammates.  Then came the super-infectious zombies...



Because I put so many soldiers on the battlefield the zombies loved this situation! They salivated at seeing so many warm, living bodies and just walked over to us  and scratched my gals killing them and created more zombies! This was a total catastrophe. 
Soon it was a full-blown zombie invasion! I brought their army to them!



Not to mention Chryssalids could only be killed, when:
1. their zombie bodies are killed,
2. so they transform into themselves
3. then they must be put down by grenades - because SMG bullets just bounced off their chitin armor.
4. when they are finally put down down and "Zzz"-sleeping
5. then they must be killed with a grenade.



But the zombies just were making more and more of themselves from my peasants... So I loaded back earlier saves dozens of times, just to see, if they are beatable.   
The smoke was so thick everywhere that enemies couldn't be seen from a safe distance at all! The zombies must have been grinning and were happily sneaking around in the thick smoke and biting my soldiers to death so easily.  This was a very depressing battle, a fatal response to my mob-tactics and my the last insane survivor was frequently panicking, until she was torn apart by a zombie coming from behind!

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OpenXcom Extended / Re: Scripting basics
« Last post by Yankes on Today at 12:58:42 pm »
Debug message is only visible if you run game with debug mode enabled (avaialbe in user config).

For inventory right now only way to detect if unit have item is to check `getOwner`.

As my scripts was created from scratch, and it only grain new functionality when I add new script and it need something new.

As I said before, some obvious functionality could be missing in my scripts, and for next my project I will try fix it, but for now what exactly you want do? because It could be work around this.
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Area 51 / Re: Area 51 - General Feedback thread
« Last post by Ai Limão on Today at 07:19:23 am »
https://i.imgur.com/UVtdC0z.png

Finally! Game looking good but there's a bug in one of the generated levels in which the enemy could go through diagonal walls: https://i.imgur.com/PGjHy6x.png
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Offtopic / What do you think of...
« Last post by vladdrak on Today at 01:01:31 am »
UFO: {Aftermath, Aftershock, Afterlight, Extraterrestrials, Alien Invasion}, Xenonauts, Enemy Within, War of the Chosen?

How do you like them?
Which one do you abhor?
Why?
Ever wanted to rant about them? Make a best-to-worst list?
Now's the time!
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OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« Last post by BlackStaff on August 17, 2019, 11:50:56 pm »
Is there a place I can find the special keys within OXCE

e.g. CTRL+H - lets me know what happened on hit
https://openxcom.org/forum/index.php/topic,6424.0.html

Crtl+H to show the hit/miss log for the last "action". (This is not meant to tell you how much damage is being done, only if it's hitting / actually hurting the enemy)

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