Author Topic: Dumb questions from a would-be modder  (Read 14932 times)

Offline FogHat

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Re: Dumb questions from a would-be modder
« Reply #15 on: August 24, 2015, 06:10:55 am »
Mind if I slip in a dumb question? I've found a few places that make it sound like you should be able to define unit type for zombification. However, when I try to define 'zombieUnit' as something other than 'STR_ZOMBIE' I get a crash to desktop. For example, 'zombieUnit: STR_SNAKEMAN_LEADER' causes a ctd. Defining my own unit type doesn't seem to help either. Do you need to define something extra in order to spawn a unit as a zombie?

Code: [Select]
items:
  - type: STR_UNIT_WEAPON
    size: 1
    weight: 6
    bigSprite: 82
    bulletSprite: 8
    fireSound: 102
    hitSound: 19
    handSprite: 104
    hitAnimation: 46
    power: 140
    accuracySnap: 100
    tuSnap: 15
    damageType: 1
    battleType: 1
    clipSize: -1
    fixedWeapon: true
    invWidth: 2
    invHeight: 2
    recover: false
    zombieUnit: STR_ZOMBIE
    flatRate: true
    arcingShot: true
#BREAK
armors:
  - type: DEADMAN_ARMOR
    spriteSheet: DOM.PCK
    spriteInv: DeadManInventoryImage
    visibilityAtDark: 6
    frontArmor: 40
    sideArmor: 35
    rearArmor: 30
    underArmor: 20
    drawingRoutine: 4
    movementType: 0
    damageModifier:
      - 1.0
      - 1.0
      - 0.0
      - 1.0
      - 0.6
      - 0.8
      - 0.6
      - 0.8
      - 0.7
      - 0.0
    loftempsSet: [ 1 ]
#BREAK
units:
  - type: STR_DEAD_MAN
    race: STR_DEADMAN
    rank: STR_ZOMBIE
    stats:
      tu: 40
      stamina: 70
      health: 50
      bravery: 90
      reactions: 45
      firing: 50
      throwing: 65
      strength: 34
      psiStrength: 50
      psiSkill: 0
      melee: 76
    armor: DEADMAN_ARMOR
    standHeight: 21
    kneelHeight: 16
    value: 25
    deathSound: 90
    moveSound: -1
    energyRecovery: 32
    intelligence: 6
    aggression: 1
    livingWeapon: true

Thanks!

Offline Quinch

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Re: Dumb questions from a would-be modder
« Reply #16 on: August 24, 2015, 08:53:00 pm »
One more question, is it possible to add a newline to ufopedia entries?

Offline Solarius Scorch

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Re: Dumb questions from a would-be modder
« Reply #17 on: August 24, 2015, 09:15:15 pm »
One more question, is it possible to add a newline to ufopedia entries?

Yes, via {NEWLINE}.

Offline Warboy1982

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Re: Dumb questions from a would-be modder
« Reply #18 on: August 24, 2015, 11:39:08 pm »
as i recall it spawns terrorists (as in units ending with _TERRORIST) and STR_ZOMBIE isn't a rank

Offline Quinch

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Re: Dumb questions from a would-be modder
« Reply #19 on: August 26, 2015, 04:50:24 am »
Yes, via {NEWLINE}.

Cool, thanks.

One more, is it possible to set the date when the game begins?

Offline Dioxine

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Re: Dumb questions from a would-be modder
« Reply #20 on: August 26, 2015, 05:30:00 am »
One more, is it possible to set the date when the game begins?

Code: [Select]
startingTime:
  second: 0
  minute: 0
  hour: 12
  weekday: 4
  day: 1
  month: 1
  year: 2601

Offline Hobbes

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Re: Dumb questions from a would-be modder
« Reply #21 on: August 26, 2015, 05:44:47 am »
Code: [Select]
startingTime:
  year: 2601

Dang... my plans for the Ancient Egypt total conversion just got scrubbed because it doesn't accept pre-historic dates :(

Offline Dioxine

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Re: Dumb questions from a would-be modder
« Reply #22 on: August 26, 2015, 05:56:05 am »
How would Egyptians know who the Jesus was, especially before he was even born, anyway? They'd use their own dating system :)

Offline Hobbes

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Re: Dumb questions from a would-be modder
« Reply #23 on: August 26, 2015, 07:11:27 am »
How would Egyptians know who the Jesus was, especially before he was even born, anyway? They'd use their own dating system :)

Arabs, Indians, Chinese and a few other countries have their own dating systems but hardly anyone hears about them too. Plus Jesus will be the tribal commander of the anti-egyptian host determined to gain their liberty from their cruel alien overlords.

I'm planning to sue Stargate SG-1 once I complete it since they clearly stole my idea years ago. And the Bible too.

Offline Quinch

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Re: Dumb questions from a would-be modder
« Reply #24 on: August 26, 2015, 07:22:15 am »
Thanks Dioxine.

Here's another, though - I've been using the Nightly Ruleset Reference on the wiki, but that rule is not there. Is there a more comprehensive source around I can use then?

Offline Solarius Scorch

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Re: Dumb questions from a would-be modder
« Reply #25 on: August 26, 2015, 11:23:41 am »
Thanks Dioxine.

Here's another, though - I've been using the Nightly Ruleset Reference on the wiki, but that rule is not there. Is there a more comprehensive source around I can use then?

Not to my knowledge. But we can So we should put info on the Ufopaedia whenever we find it. :)

Offline DracoGriffin

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Re: Dumb questions from a would-be modder
« Reply #26 on: August 26, 2015, 06:21:45 pm »
Thanks Dioxine.

Here's another, though - I've been using the Nightly Ruleset Reference on the wiki, but that rule is not there. Is there a more comprehensive source around I can use then?

Yes, the comprehensive source is hacking Warboy's brain.

Offline Quinch

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Re: Dumb questions from a would-be modder
« Reply #27 on: August 26, 2015, 06:24:43 pm »
Yes, the comprehensive source is hacking Warboy's brain.

Well, I can get some chloroform cheap. Wanna split money on gas?

Offline Quinch

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Re: Dumb questions from a would-be modder
« Reply #28 on: September 05, 2015, 07:42:22 pm »
Anyone know if it's possible to use the needItem research clause to cover an array of possible items? For example, I want to have a research topic named "Sonic weapon analysis" that would require any of the sonic weapons to start. Is that doable?

Offline Solarius Scorch

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Re: Dumb questions from a would-be modder
« Reply #29 on: September 06, 2015, 11:34:39 am »
Anyone know if it's possible to use the needItem research clause to cover an array of possible items? For example, I want to have a research topic named "Sonic weapon analysis" that would require any of the sonic weapons to start. Is that doable?

Yes, using the "unlocks" command:

Quote
  - name: STR_SONIC_PISTOL
    unlocks:
      - STR_SONIC_WEAPON_ANALYSIS
  - name: STR_SONIC_RIFLE
    unlocks:
      - STR_SONIC_WEAPON_ANALYSIS
  - name: STR_SONIC_CANNON
    unlocks:
      - STR_SONIC_WEAPON_ANALYSIS

  - name: STR_SONIC_WEAPON_ANALYSIS
    cost: 0
    points: 0
    dependencies:
      - STR_SONIC_PISTOL
      - STR_SONIC_RIFLE
      - STR_SONIC_CANNON

Even though STR_SONIC_WEAPON_ANALYSIS has three dependency techs, each of them contains the "unlocks" item, which gives you access to STR_SONIC_WEAPON_ANALYSIS without researching the other two techs.