Author Topic: Question: Ranged zombification weapon?  (Read 3774 times)

Offline Wolfstarr

  • Colonel
  • ****
  • Posts: 248
    • View Profile
Question: Ranged zombification weapon?
« on: June 06, 2017, 01:41:28 am »
Hello,

Not sure if this has been asked before but had an idea at lunch time for either a chryssalid (I call it the Chryssamorph) that could "fire" embryo's at humans for the zombie process or an "embryo cannon" that other aliens could have to create chryssalids on the battlefield.

I tried this in a rulset but it seems to crash when the unit tries to attack, I guess zombieUnit must be directly linked to the melee battletype as it doesn't work when changed to firearm.

Anyone else tried this?

Thanks in advance to anyone who can shed light on this!

Offline ivandogovich

  • Commander
  • *****
  • Posts: 2381
  • X-Com Afficionado
    • View Profile
    • Ivan Dogovich Youtube
Re: Question: Ranged zombification weapon?
« Reply #1 on: June 06, 2017, 01:51:07 am »
I'm pretty sure hellrazor looked into something like this.

Offline Yankes

  • Commander
  • *****
  • Posts: 3331
    • View Profile
Re: Question: Ranged zombification weapon?
« Reply #2 on: June 06, 2017, 01:52:39 am »
This was fix in OXCE

Offline Wolfstarr

  • Colonel
  • ****
  • Posts: 248
    • View Profile
Re: Question: Ranged zombification weapon?
« Reply #3 on: June 06, 2017, 01:59:06 am »
Ahhh just got it working :)

No idea but I found another post and copied the code into my ruleset and it worked - https://openxcom.org/forum/index.php/topic,3787.msg48948.html#msg48948.

Borrowed the WIP sprite from bulletdesigner for the genestealer ... needless to say if you encounter one of these you had better be prepared ... look at the before and after 1 turn lol

Note to self SEARCH the forum before posting question! :)
« Last Edit: June 06, 2017, 02:27:33 am by SideQuests »

Offline NeoWorm

  • Colonel
  • ****
  • Posts: 104
    • View Profile
Re: Question: Ranged zombification weapon?
« Reply #4 on: June 06, 2017, 08:59:01 am »
This is the most evil thing in X-Com yet. I like it.

But anyway, I think I saw in ruleset reference somewhere that you can set percentage chance for zombification. So setting it to something like 50% chance would probably make this much more playable.

Offline Wolfstarr

  • Colonel
  • ****
  • Posts: 248
    • View Profile
Re: Question: Ranged zombification weapon?
« Reply #5 on: June 07, 2017, 06:47:11 pm »
It is evil lol :)

I managed to get a weaponised version working last night as well lol