aliens

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The idea is to have an option to select the nearest valid unit to the current one instead of selecting units in the order they were deployed. The latter case is less useful in most scenarios because soldiers will spread over the map based on their role and equipment, not in the order they walked off of the skyranger. So simply clicking "next unit" will often bounce the camera all over the map as it selects soldiers in seemingly random order.

How I would implement this is a shift-modifier. So shift clicking the Select Next or Don't Reselect buttons would pick the nearest valid soldier to the current one. This would also apply to the keyboard shortcuts, shift-Tab for Select Next and shift-\ for Don't Reselect..
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The idea is that right clicking on the Don't Reselect Unit button undoes the last selection. So it would cycle through all units selected that way in reverse order and also undo the "don't reselect part". This would put the button more in line with other parts of the UI where right clicking can be used to cycle a button in reverse order such as the unit selection button and the deployment inventory tabs. Optionally you could also add a feature to middle mouse click the Don't Reselect button to undo all of the selections at once.

Sometimes I hit the Don't Reselect button by mistake when trying to switch to the next unit, this would provide a way to undo that. Another common scenario is that I'm using the Don't Reselect button to "clean up" a bunch of units that have no TUs left but I click the button one too many times and have to go back and search for the one I just "deleted".
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Both of these are suggestions and requests and I am not sure if they can be done.

First, Can you switch the order of operation around in the soldier transformations so that Clone function takes place before turn into item? Doing this way you could have a soldier cloned and then turn the clone into an item. I would allow you to have something like a soldier engineer. And he steps away from active duty to create an item.


Second, Can you put in a option to have a manufacturing take an item but not consume it? Is it even possible coding it? If you can it would allow you to mimic a bunch of stuff, such as a Unique item required in the creation, alien giving birth or slave/other employee involved in the manufacturing process. Sometime those processes don't require a dedicated room. Yes, I do know you can mimic this with produce same item but then in the report is lists a huge number when you used them.

Edit: Made a few corrections
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The X-Com Files / Re: Ideas for X-com Files
« Last post by Dr_Mad on Today at 05:07:44 am »
Sorry for such a long read. I just hoped it would be of some use to you or others.

some are thematically problematic or outside of XCF scope
I figured some of it would be, but I also thought maybe it would be of use anyway.

By the way, I added jarhead soldiers (new AI chassis) only a couple of days ago... :)

I really cannot wait to see what else you have cooked up.

I tested the Clone soldier -> Turn soldier into item and found that the order of operations makes it turn the soldier into the item before the cloning so it does not take effect. I will put a request on the main forums to see if they will reverse them.
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XPiratez / Re: A thread for little questions
« Last post by Tamren on Today at 04:32:23 am »
When I right click on a weapon like a shotgun on the battlescape, the weapon box is marked with a yellow dot. What does that dot signify? It looks like the red dot you get for pulling the pin on a grenade but obviously it means something else, but I can't find any documentation on this.
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Programming / Re: Converting OXCE to rapidyaml
« Last post by Delian on Today at 02:26:15 am »
Ok, I'll use & as much as possible then.
In some cases I was having issues, for instance
Code: [Select]
_blabla.save(node.append_child("key"));

If the save function uses &node, then this would give me some lvalue error or whatever. But if I remove the &, then there's no error.
alternatively, I could use
Code: [Select]
Node child = node.append_child("key");
_blabla.save(child);
But this is more annoying to code with, because of having to create a variable every time before calling the save/load function.
This was before, when I was passing around ConstNodeRef. With YamlNodeReader there doesn't seem to be an issue with using the 1st option.
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XPiratez / Re: [MAIN] XPiratez - N9.7.7 12-Sep-2024 Second Coming
« Last post by termidor on Today at 02:18:29 am »
Just one random suggestion that I think makes a ton of sense, but what if glamour recruitment was path dependant? So rather than gals peasant revolution gets Grrl guides for example or male touch gets heroes (with the glamour cost adjusted for unit value).
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Programming / Re: Converting OXCE to rapidyaml
« Last post by Yankes on Today at 02:07:18 am »
In our case is do this class behave as `int*` or like `std::vector<int>`, both can refer to list of integers but copy work different.
Code: [Select]
int* p = new int[]{1, 2, 3};
int* b = p;
b[0] = 42;
assert(p[0] == 42); // both change same memory localization

where for `std::vector`:

Code: [Select]
std::vector<int> p{1,2,3};
std::vector<int> b = p;
b[0] = 42;
assert(p[0] == 1); // each one have unique memory

As rapid do try avoid copy memory is possible that you have first case, know as "shallow copy" and refer as "not owing memory",
where vector have "deep copy" and "own memory".
Then if you have type with "deep copy" to avoid coping lot of memory every time you try send it to function you
use reference `&` to send object effective as pointer but with better syntax (`.` instead of `->` and `*`) and not-null guarantee.
In most cases this is used as `const T& arg` and this mean "I only want quick look on this object and I promise I do not change anything".
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XPiratez / Re: Noir palette
« Last post by RSSwizard on Today at 02:01:45 am »
old school pixel artist who started with Deluxe Paint 2 in 1994
and started the Doom (addiction) at the same time
and had trouble doing my homework on afternoons in 1995 due to Xcom
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XPiratez / Re: [MAIN] XPiratez - N9.7.7 12-Sep-2024 Second Coming
« Last post by RSSwizard on Today at 01:58:42 am »
Android version of openxcom doesn't have a keyboard to work with.
I haven't had a PC since 2019.
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