Author Topic: Old OXCE+ discussion thread  (Read 239589 times)

Offline Ethereal

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Re: [OXCE+] Original discussion thread
« Reply #1650 on: August 24, 2018, 10:15:36 pm »
Well, if you really want to see the details you can anytime by opening the .rul file with a text editor.  :P
Alright, it's not really a problem.

What it prevented you, would like to know?
I, for example, look forward to further development of this option. For armored vehicles, craft weapons, in short for everything that has properties. It's better than peeking at the rules files all the time. In addition, we, the modders, can understand the control files, and ordinary players will not understand anything there. Or is it to stimulate players to explore game resources? :D
« Last Edit: August 24, 2018, 10:19:19 pm by Ethereal »

Offline robin

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Re: [OXCE+] Original discussion thread
« Reply #1651 on: August 24, 2018, 11:28:20 pm »
What it prevented you, would like to know?
Nothing really. For my mod I though I'd prefer to not have that (just like the vanilla game), so I looked for an option; I don't really mind if there isn't.

Offline robin

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Re: [OXCE+] Original discussion thread
« Reply #1652 on: August 26, 2018, 06:23:55 pm »
The TFTD damage formula is not an advanced option anymore but it is a mod now, right?

Offline ohartenstein23

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Re: [OXCE+] Original discussion thread
« Reply #1653 on: August 26, 2018, 06:36:11 pm »
Yes, it is an OXC mod included in the "standard" folder:
Code: [Select]
# increase the damage range to 50%-150%
constants:
  - damageRange: 50

OXCE(+) also adds an option to allow you to define the RNG for weapon damage on a per-item basis:
Code: [Select]
items:
  - type: STR_WEAPON_WITH_TFTD_DAMAGE
    damageAlter:
      RandomType: 2#how roll damage range.
      # 0-> default behavior based on damage type
      # 1-> UFO [0% - 200%]
      # 2-> TFTD [50% - 150%]
      # 3-> Flat  [100% - 100%]
      # 4-> Rng(5,10)
      # 5-> 0
      # 6-> Two dices [0% - 100%] + [0% - 100%]
      # 7-> (OXCE+ only) [50% - 200%]

Offline robin

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Re: [OXCE+] Original discussion thread
« Reply #1654 on: August 26, 2018, 06:42:52 pm »
Thanks.
(I knew about the RandomType option, in fact I use it somewhere :P)

Offline ohartenstein23

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Re: [OXCE+] Original discussion thread
« Reply #1655 on: August 26, 2018, 07:20:47 pm »
Thanks.
(I knew about the RandomType option, in fact I use it somewhere :P)

Ah, okay.  As a note here, the interaction between these two options is that RandomType: 0 as a default means use the damage range in constants, otherwise it's an override to that RNG.

Offline Nord

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Re: [OXCE+] Original discussion thread
« Reply #1656 on: August 29, 2018, 10:07:58 am »
Hi.
Two small questions:
First: What does "IgnoreDirection: true"? A damage is applied to some specific side or bodypart?

How to create a weapon with limited charges, which will be recharged at base (each time, no matter how many charges was used)? Is it "isConsumable: false"? (Of course i have added "clipSize" to the weapon description.)
Thanks.

Offline Meridian

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Re: [OXCE+] Original discussion thread
« Reply #1657 on: August 29, 2018, 10:45:44 am »
Hi.
Two small questions:
First: What does "IgnoreDirection: true"? A damage is applied to some specific side or bodypart?

It turns off the calculation of where the unit was hit and just uses FRONT/TORSO.
Used in vanilla for smoke and fire.

How to create a weapon with limited charges, which will be recharged at base (each time, no matter how many charges was used)? Is it "isConsumable: false"? (Of course i have added "clipSize" to the weapon description.)
Thanks.

This is not possible as far as I know.

If you would be OK with just a melee-range weapon with 100% hit chance... you can override a medikit-type weapon to behave this way.

Offline Nord

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Re: [OXCE+] Original discussion thread
« Reply #1658 on: August 29, 2018, 11:04:12 am »
Thanks.
This is not possible as far as I know.
So, if any ranged weapon has limited uses per battle, it will be spent at a time?
Sad. Looks like i will do very-slow-to-use weapon to limit its effectiveness.

Offline Meridian

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Re: [OXCE+] Original discussion thread
« Reply #1659 on: August 29, 2018, 11:16:22 am »
Thanks.So, if any ranged weapon has limited uses per battle, it will be spent at a time?
Sad. Looks like i will do very-slow-to-use weapon to limit its effectiveness.

Or you could just give it ammo as normal... and make the reload time 999 TUs, so that it cannot be reloaded during the battle.

Offline Nord

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Re: [OXCE+] Original discussion thread
« Reply #1660 on: August 29, 2018, 11:47:46 am »
Or you could just give it ammo as normal... and make the reload time 999 TUs, so that it cannot be reloaded during the battle.
Interesting idea. But point was - create rare item.

Offline Meridian

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Re: [OXCE+] Original discussion thread
« Reply #1661 on: August 29, 2018, 11:53:30 am »
Interesting idea. But point was - create rare item.

I don't see anything about "rare item" in the original question.

Anyway, you can make the weapon item rare by any already available means... I was talking only about ammo item (which doesn't need to be rare... you even wanted to reload automatically in the base, so it's the opposite of rare).

Offline ohartenstein23

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Re: [OXCE+] Original discussion thread
« Reply #1662 on: August 29, 2018, 02:07:40 pm »
You can make the weapon a built-in item on an armor with just one clip, then you get the ammo back every new battle.

Offline Nord

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Re: [OXCE+] Original discussion thread
« Reply #1663 on: August 29, 2018, 06:29:08 pm »
Thanks for ideas. I need to decide which one to use now. :-)

Offline robin

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Re: [OXCE+] Original discussion thread
« Reply #1664 on: August 29, 2018, 10:05:58 pm »
Or you could just give it ammo as normal... and make the reload time 999 TUs, so that it cannot be reloaded during the battle.
IMO this is the best option if you want to make a non-expendable firearm with numbered uses.