aliens

Author Topic: crashlanded UFO damage?  (Read 332 times)

Offline robin

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crashlanded UFO damage?
« on: April 08, 2025, 11:13:39 pm »
In vanilla crashlanded UFO can be damaged because of Power Source explosion.
In my mod I'm currently using a custom specialType/Target_Type for UFO PS, and crashlanded UFOs seems always pristine.
Is there a way to define that Target_Type=38 is PS and should eventually explode?
Or alternatively I could use Target_Type=2, which is the vanilla value, but I don't want to spawn Elerium.
Any info is welcome.

Thanks

Online Meridian

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Re: crashlanded UFO damage?
« Reply #1 on: April 08, 2025, 11:25:29 pm »
In vanilla crashlanded UFO can be damaged because of Power Source explosion.
In my mod I'm currently using a custom specialType/Target_Type for UFO PS, and crashlanded UFOs seems always pristine.
Is there a way to define that Target_Type=38 is PS and should eventually explode?

Currently hardcoded to Target_Type=2.

Can be unhardcoded I guess.

Or alternatively I could use Target_Type=2, which is the vanilla value, but I don't want to spawn Elerium.

You can change the Elerium to something else. Can't get rid of "it" completely.

Code: [Select]
alienFuel: [STR_ZRBITE, 50]

Can also be unhardcoded if needed.

Offline robin

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Re: crashlanded UFO damage?
« Reply #2 on: April 09, 2025, 10:13:57 pm »
I think the fuel thing is a non-issue after all.
I already defined (I had forgot):
Code: [Select]
alienFuel: [STR_ELERIUM, 0]so I can use Target_Type=2 and the player will never get the fuel-item (and it will not appear in anywhere in the game).
Need to test this but it seems correct on paper.