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21
OpenXcom Extended (OXCE) / Re: OXCE (OpenXcom Extended) main thread
« Last post by zRrr on April 17, 2025, 04:21:26 am »
Yankes, I think commit b752a37175724457721302bea1f03003d774f232 removed sniper/spotter feature that when multiple bullets/AoE vs large unit kill spotter in a single action, spotter does not spot shooter. Maybe it is now possible to implement it with scripts for shotguns and aoe vs large, but I don't see such possibility for autofire.

Also in the same commit, call to _unit->resetTurnsSince(); in src/Battlescape/UnitDieBState.cpp resets _turnsSinceStunned to 255, for newly stunned units.
22
OXCE Suggestions NEW / Re: [Suggestion] no eXPerience for hitting downed enemies
« Last post by zRrr on April 17, 2025, 04:00:47 am »
Quote
so perhaps make an enemy unviable for XP gains only from the moment they get KO'd (and for the rest of the battle since KO).

While this attempt to force everyone to keep hands above the covers is silly, feature as quoted above can be done with scripts. I've also added similar treatment of mindcontrolled enemies and broke/fixed melee medikits, which won't give xp for friendly bonking with this script. Side effects include less XP for AoE vs large and shotguns than in unmodded game, when unit gains enough stun before all hits are resolved, but that fits request as written.

Code: [Select]
extended:
  tags:
    BattleUnit:
      IXP_HOSTILE_UNIT_XP_BLOCK_LEVEL: int
     
  scripts:
    newTurnUnit:
      - new: IXP_CHECK_IF_HOSTILE_IS_UNDER_MIND_CONTROL
        offset: -99
        code: |
          #
          # Hitting MC'd enemy unit does not give xp, and since they can't be uncontrolled until next faction half-turn,
          # change of half-turns is as good as anything to detect MC
          #
         
          var int currentFaction;
          var int originalFaction;
         
          unit.getFaction currentFaction;
          unit.getOriginalFaction originalFaction;
         
          if and eq originalFaction FACTION_HOSTILE
                 neq currentFaction FACTION_HOSTILE;
            unit.setTag Tag.IXP_HOSTILE_UNIT_XP_BLOCK_LEVEL 2;
          end;
         
          return;
         
    damageSpecialUnit:
      - new: IXP_CHECK_IF_HOSTILE_UNIT_WILL_BE_STUNNED
        offset: 99 # need this to run last
        code: |
          # call order:
          #   hitUnit
          #   damageUnit
          #   damageSpecialUnit
          #   awardExperience
          #
          # so first attack that does stun need to give xp, but nothing after that
          #
         
          var int unitOriginalFaction;
          var int xpBlockLevel;
         
          #check if this is inflicted by player and not enviro/traps?
          #debug_log "IXP:::  damageUnitSpecial, unit:" unit;
         
          unit.getOriginalFaction unitOriginalFaction;
          if neq unitOriginalFaction FACTION_HOSTILE;
            return;
          end;
         
          unit.getTag xpBlockLevel Tag.IXP_HOSTILE_UNIT_XP_BLOCK_LEVEL;
         
          if eq xpBlockLevel 1;
            #debug_log "IXP:::      unit was previously stunned, xp block <- 2";
            unit.setTag Tag.IXP_HOSTILE_UNIT_XP_BLOCK_LEVEL 2;
          else eq xpBlockLevel 0;
            var int unitHealth;
            var int unitStun;
           
            unit.getHealth unitHealth;
            unit.getStun unitStun;
           
            #debug_log "IXP:::      hp:" unitHealth ", stun:" unitStun;
         
            # from BattleUnit::isOutThresholdExceed
            #   return getHealth() <= 0 || getHealth() <= getStunlevel();
            if le unitHealth unitStun;
              unit.setTag Tag.IXP_HOSTILE_UNIT_XP_BLOCK_LEVEL 1;
            end;
          end;
         
          return;
     
    awardExperience:
      - new: IXP_NO_XP_FOR_YOU
        offset: 1
        code: |
          var int targetCurrentFaction;
          var int targetOriginalFaction;
          var int weaponIsMedikit 0;
          var int xpBlockLevel 0;
         
          #debug_log "IXP:::  awardExperience for unit:" unit;
           
          if eq experience_multipler 0;  # already no xp for this action, exit
            return 0;
          end;
         
          unit.getFaction targetCurrentFaction;
          unit.getOriginalFaction targetOriginalFaction;
         
          begin; # set weaponIsMedikit
            var ptr RuleItem weaponRule;
           
            weapon.getRuleItem weaponRule;
            weaponRule.getBattleType weaponIsMedikit;
            if eq weaponIsMedikit BT_MEDIKIT;
              set weaponIsMedikit 1;
            else;
              set weaponIsMedikit 0;
            end;
          end;
         
          # allow whatever xp medikit healing awards in oxce code,
          #   it's not like player would staple poor G.O.s for extra BRA when they have nice fat regenerating hyenas available
          # but bonkin frens with medikit is not allowed (then again, rod of bliss exists)
          if eq weaponIsMedikit 1;
            if eq battle_action BA_USE;
              return experience_multipler;
            else neq targetOriginalFaction FACTION_HOSTILE;
              #debug_log "IXP:::      no xp: friendly unit hit with melee medikit";
              return 0;
            end;
            # this is melee attack on hostile with medikit
          end;
         
          if neq targetOriginalFaction FACTION_HOSTILE; # if target is not alien, this script no longer cares
            return experience_multipler;
          end;
         
          # first attack that stuns this unit set xpBlockLevel to 1
          #   later attacks upgrade it to 2
          #   being mc'd makes it 2
          # attacks against this unit only give xp if level is 0 or 1
          unit.getTag xpBlockLevel Tag.IXP_HOSTILE_UNIT_XP_BLOCK_LEVEL;
          if gt xpBlockLevel 1;
            #debug_log "IXP:::      no xp: unit was stunned or mindcontrolled before";
            return 0;
          end;
         
          return experience_multipler;
       

As immersive as repeatedly knocking terminator down gets, awarding xp based on how threatening target actually is, increases script size too much.
23
Released Mods / Re: [Weapon][Armor]Equal Terms Mod v1.0 for OpenXcom
« Last post by KingMob4313 on April 16, 2025, 07:54:53 pm »
Still alive here, just buried under work and other projects.  Gonna be doing a sanity check on both Equal Terms - 1.0 Wolfram Lance and 2.0, and then going to OXCE so I can finally release my OpenXcom Equal Terms 2.5 that I streamed years back.

Love you all.
24
Work In Progress / Re: [WIP][MOD][OXCE]Equal Terms 2.5 For OXCE
« Last post by KingMob4313 on April 16, 2025, 07:53:34 pm »
Still alive here, just buried under work and other projects.  Gonna be doing a sanity check on both Equal Terms and then going to OXCE so I can finally release my OpenXcom Equal Terms 2.5 that I streamed years back.

Love you all.
25
Released Mods / Re: [FINAL][MegaMod]Equal Terms 2.0++
« Last post by KingMob4313 on April 16, 2025, 07:53:13 pm »
Still alive here, just buried under work and other projects.  Gonna be doing a sanity check on both Equal Terms and then going to OXCE so I can finally release my OpenXcom Equal Terms 2.5 that I streamed years back.

Love you all.
26
https://xpedia.netlify.app/##STR_ILLEGAL_DATA
0.0013 looks like low number, but during my champagnes I always were able to hoard all laser discs needed.
Also you can trade ‏‏‎"‎Nuclear Battery" for a disc. A trade once debated as very unprofitable.
27
Thanks again! But for sake of semplicity, better attach to the very topic's first post, maybe for the next update....?

Edit: in the guide, might be worth mentioning the usage of food (uber whetat chocolate and so on) some of the are quite important, eg chocolate for appeasing mad gnome

The TXT file was a test-bed really. I'll convert it to Word-Doc and PDF in a few days, but it was easier to make this way initially. I wanted to be sure everything was right of course before proceeding to do prettier formatting. So when the PDF version is done, I'll add that to the front page.

I mean, my natural hoarding instinct has some food around anyways since I like to RP the fact the base needs some (lol). Alot of it is fairly limited though, besides Apples, Coconuts, the one-time research needing Wheat, and Chocolate as you mention.

??? I am pretty sure there are no such requirements. https://xpedia.netlify.app/##STR_GDX_135_EVENT If you beat Zander you will get the extra Martian Mission eventually.

Hm, you must get the "Original Knights of Cydonia" topic from a Bootleg Laserdisc if you don't get it from them joining, and those are pretty rare in my experience, but yep, I guess you're right. I'll correct that.
28
Offtopic / Electronic Arts open sources for command & conquer games!
« Last post by ontherun on April 16, 2025, 12:15:16 pm »
This update went a little quietly but indeed worth mentioning: as title says EA has published four of C&C games under GPL licence, these are:

Command & Conquer: Tiberian Dawn
Command & Conquer: Red Alert
Command & Conquer: Renegade
Command & Conquer: Generals


source: it's FOSS

 :P

edit: this seems also opening the way to use sprites for the aforementioned games, as stated on the official EA forum here
29
Quote
{KNIGHTHOOD} => {CHAMPION}
>> If at this point, you rejected Codex and are on Male Path, with the Knights of Cydonia joined, you have a extra Martian Mission which gives a secret route to kill the Alien Brain.
??? I am pretty sure there are no such requirements. https://xpedia.netlify.app/##STR_GDX_135_EVENT If you beat Zander you will get the extra Martian Mission eventually.
30
40k / Re: [ADDON] ROSIGMA
« Last post by Leflair on April 16, 2025, 11:28:16 am »
Pretty much any live captured serious chaos enemy will grant you Threat One, aye.

The Imperium bureaucracy is unforgiving.
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