Author Topic: Upcoming mission changes  (Read 42073 times)

Offline jackstraw2323

  • Colonel
  • ****
  • Posts: 206
    • View Profile
Re: Upcoming mission changes
« Reply #75 on: May 10, 2015, 04:17:12 am »
I haven't seen exact documentation yet, but there must be a way to set the final mission text/graphics after the game is complete. Can anyone point me in the right direction? I assume that TFTD rules will bring this change.

Offline myk002

  • Colonel
  • ****
  • Posts: 227
    • View Profile
Re: Upcoming mission changes
« Reply #76 on: May 10, 2015, 04:38:56 am »
you mean the outro cutscene?  check out https://github.com/SupSuper/OpenXcom/pull/1007

Offline jackstraw2323

  • Colonel
  • ****
  • Posts: 206
    • View Profile
Re: Upcoming mission changes
« Reply #77 on: May 10, 2015, 04:35:07 pm »
Great, thank you that's exactly what I was looking for. Looks like some great new options in the works!

Offline robin

  • Commander
  • *****
  • Posts: 1224
  • ULTIMATE ROOKIE
    • View Profile
Re: Upcoming mission changes
« Reply #78 on: July 13, 2015, 11:36:41 am »
Necromancy!

So I've been reading this and, if I understand correctly, it is impossible to assign a custom alienDeplyment as a mission site/mission base.
To speak in more concrete terms: I have Cult of Sirius in my mod and I'd like them to build temples just like aliens build bases. But now it can't be done; am I correct or am I missing something?

Unless this works:

  - type: STR_CULT_BASE
    points: 40
    objective: STR_TEMPLE <----------- alienDeployment for the temple, thus creating a cult temple and not an alien base.
    spawnZone: 4 #Mission zone for alien bases
    raceWeights:
      0:
          STR_CULT: 100
      1:
          STR_CULT: 100
      3:
          STR_CULT: 100
      5:
          STR_CULT: 100
      7:
          STR_CULT: 100
    waves:
      [ ... cut ... ]
      - ufo: STR_SPACELINER
        count: 1
        trajectory: P6
        timer: 60
        objective: true

Anyone already played around with this and maybe managed to find a trick?
« Last Edit: July 13, 2015, 11:38:21 am by robin »

Offline Dioxine

  • Commander
  • *****
  • Posts: 5455
  • punk not dead
    • View Profile
    • Nocturnal Productions
Re: Upcoming mission changes
« Reply #79 on: July 13, 2015, 12:52:05 pm »
That'd work only with Extended I think.

Offline robin

  • Commander
  • *****
  • Posts: 1224
  • ULTIMATE ROOKIE
    • View Profile
Re: Upcoming mission changes
« Reply #80 on: July 13, 2015, 02:06:49 pm »
With Extended  I guess you have to use this to achieve that:

alienRaces:
  - id: STR_CULT
    [ ...cut... ]
    baseCustomDeploy: STR_TEMPLE            #override alien base default weapon depoly.
    baseCustomMission: STR_TEMPLE            #override alien base construction.

But I need a trick for vanilla OpenXcom.  :P
« Last Edit: July 13, 2015, 02:10:42 pm by robin »

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11722
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: Upcoming mission changes
« Reply #81 on: July 13, 2015, 02:39:46 pm »
Honestly, I'd go with Extended if I were you.

It's not like I'm bashing vanilla X-Com or anything, I just think that your project - a total conversion - is likely to benefit from various additional functions Extended offers. X-Piratez have shown that people will accept a custom exe if it makes sense, and it is a pretty good mass of code, so maybe you could think about it?

Offline robin

  • Commander
  • *****
  • Posts: 1224
  • ULTIMATE ROOKIE
    • View Profile
Re: Upcoming mission changes
« Reply #82 on: July 13, 2015, 03:22:13 pm »
Honestly, I'd go with Extended if I were you.

It's not like I'm bashing vanilla X-Com or anything, I just think that your project - a total conversion - is likely to benefit from various additional functions Extended offers. X-Piratez have shown that people will accept a custom exe if it makes sense, and it is a pretty good mass of code, so maybe you could think about it?
Oh sure, I could simply use Extended.

Offline Hobbes

  • Commander
  • *****
  • Posts: 2102
  • Infiltration subroutine in progress
    • View Profile
Re: Upcoming mission changes
« Reply #83 on: July 13, 2015, 03:33:27 pm »
Necromancy!

So I've been reading this and, if I understand correctly, it is impossible to assign a custom alienDeplyment as a mission site/mission base.
To speak in more concrete terms: I have Cult of Sirius in my mod and I'd like them to build temples just like aliens build bases. But now it can't be done; am I correct or am I missing something?

I've already discussed this possibility with Warboy and we'll have to wait until he finishes mission scripting.

Offline hellrazor

  • Commander
  • *****
  • Posts: 2027
  • Deep Ruleset Digger & Bughunter
    • View Profile
    • Github Account
Re: Upcoming mission changes
« Reply #84 on: July 14, 2015, 02:26:40 pm »
I've already discussed this possibility with Warboy and we'll have to wait until he finishes mission scripting.

I hope it will come soon.