Author Topic: [OLD] Old OXCE discussion thread  (Read 779205 times)

Offline Yankes

  • Global Moderator
  • Commander
  • ***
  • Posts: 3350
    • View Profile
Re: [OXCE] OpenXcom Extended
« Reply #1440 on: December 17, 2017, 09:12:17 pm »
Ok, I see i miss combination of not-primeable flares and enabling glow on throw. I will fix it in bug-fix release.

`defaultBehavior` is for disabling normal all behavior of priming, used if you want only one specific behavior configured by rest of properties.
if set `false` then nothing will work except thing that you set manually.
Right now closed thing to enable only after throw is prime & throw to glow, eg:
Quote
fuseType: -2
fuseTriggerEvents:
  defaultBehavior: false
  throwTrigger: true
now flare will start "counting" on throw, because `-2` mean unlimited time, it will stay that way infinity.

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11722
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [OXCE] OpenXcom Extended
« Reply #1441 on: December 17, 2017, 09:50:09 pm »
Ok, I see i miss combination of not-primeable flares and enabling glow on throw. I will fix it in bug-fix release.

Ah, that would explain things. :P

Your solution looks good though, I tested it. But is it possible to change prime cost in TUs? I'd like the flares to prime faster than grenades.

Offline Yankes

  • Global Moderator
  • Commander
  • ***
  • Posts: 3350
    • View Profile
Re: [OXCE] OpenXcom Extended
« Reply #1442 on: December 17, 2017, 10:04:05 pm »
This is already done, you can even change name of this action and message.

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11722
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [OXCE] OpenXcom Extended
« Reply #1443 on: December 17, 2017, 10:53:27 pm »
This is already done, you can even change name of this action and message.

Thanks, I didn't expect that!

EDIT: Could you please post code for the same, but when the activated flare disappears after 5 turns? Is it even possible for flares, or you can't have both this and the timer?

Offline Yankes

  • Global Moderator
  • Commander
  • ***
  • Posts: 3350
    • View Profile
Re: [OXCE] OpenXcom Extended
« Reply #1444 on: December 18, 2017, 01:34:57 am »
Code: [Select]
fuseTriggerEvents:
  throwTrigger: true
fuseType: 5
I added new property and even split to multiple sub properties to have multiple possible combinations for flare & proxi & grenade
btw grenade can work as proxi now if you use
Code: [Select]
fuseTriggerEvents:
  proximityExplode: true

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11722
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [OXCE] OpenXcom Extended
« Reply #1445 on: December 18, 2017, 10:49:50 am »
OK, thanks! I'll play with it when it trickles down to OXCE+.

Offline Nord

  • Commander
  • *****
  • Posts: 1746
  • The Gate is open.
    • View Profile
Re: [OXCE] OpenXcom Extended
« Reply #1446 on: December 18, 2017, 03:28:18 pm »
Hello again.
I miss maybe two monts of updatess and discussions, so ask now.

Yankes, there was a bug in the script about force shield integrated into armor, which makes shield absorb only one hit per turn. I changed this and that in script file and bug was removed. Did you found it at this time or should i upload my version?

Offline ohartenstein23

  • Commander
  • *****
  • Posts: 1933
  • Flamethrowers fry cyberdisk circuits
    • View Profile
Re: [OXCE] OpenXcom Extended
« Reply #1447 on: December 18, 2017, 05:27:51 pm »
Hello again.
I miss maybe two monts of updatess and discussions, so ask now.

Yankes, there was a bug in the script about force shield integrated into armor, which makes shield absorb only one hit per turn. I changed this and that in script file and bug was removed. Did you found it at this time or should i upload my version?

This bug wasn't part of Yankes' code at all, the script was my writing.  A fixed version is available as part of my larger script file, here on github.

Offline Nord

  • Commander
  • *****
  • Posts: 1746
  • The Gate is open.
    • View Profile
Re: [OXCE] OpenXcom Extended
« Reply #1448 on: December 19, 2017, 03:37:55 am »
Oh, great. Thanks.
One small question: is it possible to set blinking of shield on hit longer?

Offline ohartenstein23

  • Commander
  • *****
  • Posts: 1933
  • Flamethrowers fry cyberdisk circuits
    • View Profile
Re: [OXCE] OpenXcom Extended
« Reply #1449 on: December 19, 2017, 02:58:20 pm »
Yes, it should just be changing all instances of this line

Code: [Select]
unit.setTag Tag.UNIT_RECOLOR_FRAME_LENGTH 3;
to have a number larger than 3.

Offline Nord

  • Commander
  • *****
  • Posts: 1746
  • The Gate is open.
    • View Profile
Re: [OXCE] OpenXcom Extended
« Reply #1450 on: December 20, 2017, 11:56:07 am »
Great again. Thank you.

Offline ohartenstein23

  • Commander
  • *****
  • Posts: 1933
  • Flamethrowers fry cyberdisk circuits
    • View Profile
Re: [OXCE] OpenXcom Extended
« Reply #1451 on: December 20, 2017, 10:30:52 pm »
Hey Yankes, I think the new grenade code you wrote might have broken proximity grenade triggering - the mine will trigger properly when a unit enters its radius, but will not explode.  I'm attaching a save where there's a primed proximity grenade in the equipment pile of the skyranger, but when you move any of the soldiers down the ramp, it simply disappears without exploding.

Edit: I think I see the issue - at line 2376 of BattlescapeGame.cpp, the check for whether the item explodes checks if the item has the battleType for both proximity grenades and regular grenades, instead of one or the other.  Since no item can have both battleTypes, the item is simply removed from the game.  I think just changing this AND to an OR should fix it.
« Last Edit: December 20, 2017, 11:02:57 pm by ohartenstein23 »

Offline Yankes

  • Global Moderator
  • Commander
  • ***
  • Posts: 3350
    • View Profile
Re: [OXCE] OpenXcom Extended
« Reply #1452 on: December 21, 2017, 12:33:44 am »
indeed, that was mistype

Offline ohartenstein23

  • Commander
  • *****
  • Posts: 1933
  • Flamethrowers fry cyberdisk circuits
    • View Profile
Re: [OXCE] OpenXcom Extended
« Reply #1453 on: December 23, 2017, 04:57:05 pm »
I found another spot in BattlescapeGame that has the mistyped AND instead of OR - https://github.com/Yankes/OpenXcom/blob/OpenXcomExtended/src/Battlescape/BattlescapeGame.cpp#L1838

Offline Yankes

  • Global Moderator
  • Commander
  • ***
  • Posts: 3350
    • View Profile
Re: [OXCE] OpenXcom Extended
« Reply #1454 on: December 23, 2017, 06:18:08 pm »
"not and not" is ok