Author Topic: OXCE (OpenXcom Extended) main thread  (Read 460170 times)

Offline _Raven_

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1365 on: April 22, 2024, 03:55:00 pm »
Yes, I just added a few scientific units to the base using the spawn command (regardless of how many there are on the base), the rest of the scientists were evacuated, only a few people remained (this gives the base some kind of completeness, closes the emptiness).

I can, in principle, make sure that 50 scientists appear in the laboratory (not the number of them on the base at the moment, but the maximum number that can be accommodated in this module), but in this case there will be a lot of people on the base, it’s better already implement it like I did, just make a spawn for 10 civilian units that are dressed like scientists.

I don’t think that it is generally necessary to implement this completely (as many as there are on the base, there are as many of them when defending the base), it is enough to implement it as I did (they constantly spawn in a static number, for example 10 scientists, the rest were evacuated).

Maybe this is not a full implementation of such a function, but just a superficial spawn function, but nevertheless it looks good (scientists spawn even if they are not at all on the base, so that this does not happen, I tied the spawn of these units to one module of the base, if there is no a laboratory has been built, which means that when the base is attacked, scientists will not spawn).
« Last Edit: April 22, 2024, 03:58:28 pm by _Raven_ »

Offline Ethereal

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1366 on: April 26, 2024, 02:08:13 pm »
Strange stuff with light intensity (personalLight end lighting items). 10 or less illuminates almost nothing, more than 20 means I don’t feel any increase in illumination. And most importantly, I couldn’t find information about this anywhere. I suggest you check, find out the maximum value of light intensity and add this information to the "Ruleset Reference".

Online Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1367 on: April 26, 2024, 02:22:07 pm »
Tile light levels are between 0 and 15.

Divider between "night" and "day" is 9 or 10 by default, not sure. Can be modded.

Item light level 20 will still illuminate nearby tiles with light level +15 (maximum), but it will spread further (bigger illuminated circle).
https://www.ufopaedia.org/index.php?title=Night_Missions#Flares

Offline Ethereal

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1368 on: April 26, 2024, 03:23:28 pm »
Thank you. Now it is clear that above radius 14 the backlight does not work https://www.ufopaedia.org/index.php?title=File:FlarePattern.png. As I thought, personalLight can be set above 20, but it will not give anything. This is what I ask you to include in the description of the parameter.

Online Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1369 on: April 26, 2024, 04:25:40 pm »
That's not what I said.

I said that higher number (e.g. 20) will not give you higher light intensity, but it will give you higher radius.

I can be wrong, but that's how I remember it from PirateZ.

Offline Yankes

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1370 on: April 26, 2024, 04:33:48 pm »
There is global limit for max light radius for units, it could be possible by default be around 20.