Author Topic: Submod indices  (Read 851 times)

Offline Juku121

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Submod indices
« on: December 07, 2023, 09:04:16 pm »
I admit I never understood how mod index stacking works, but I never really tried. But now, I don't get it even when I try.

Case in point: XCF + the Megaphone submod.

What it says:
Code: [Select]
    hitAnimation:
      mod: x-com-files
      index: 206

What XCF says:
Code: [Select]
  - type: SMOKE.PCK
    height: 80
    width: 160
    subX: 32
    subY: 40
    files:
      56: Resources/Weapons_Compilation/HitAnimations/Taser_hit.png
      ...
      206: Resources/Weapons_Compilation/HitAnimations/Sound_hit.png
      ...

What OXCE thinks about it:
Code: [Select]
Error for 'STR_MEGAPHONE': Wrong index 1206 for surface set X1.PCK (please note that the index in the ruleset is smaller, by several thousands)

I can bypass this via lazy loading, and the Megaphone works and all, but it never shows the right hit animation (concentric circles, commonly used by barking dogs). I can't even get any psi weapon to show this as a hit animation, even if I just alter XCF itself. At best, I just remove the classic 'panic/MC' 'bubble' animation.

What gives?
« Last Edit: December 07, 2023, 09:05:57 pm by Juku121 »

Offline Yankes

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Re: Submod indices
« Reply #1 on: December 08, 2023, 01:17:54 am »
Read message, it have `set X1.PCK` and you post part of `SMOKE.PCK`

Offline Juku121

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Re: Submod indices
« Reply #2 on: December 08, 2023, 01:55:17 am »
Ah, sorry, for some reason I thought the psi-weapon was not AoE and ignored that.

I do wonder how the original modder managed, but I guess lazy loading might have worked for them, too.

Thanks!


P.S. This error message might be improved a little, since as it is, I thought indexes had shifted, not that the image referenced by the index was not present at all. Something like 'missing image at index XYZ for ...' or similar?