aliens

Author Topic: [OLD] Old OXCE+ discussion thread  (Read 720068 times)

Online Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 8597
    • View Profile

Offline new_civilian

  • Commander
  • *****
  • Posts: 725
    • View Profile
Re: Meridian's resources and mods for X-PirateZ
« Reply #541 on: May 05, 2016, 06:17:11 pm »
Thanks! Your updates are always welcome.

One question: I tried several positions, tabs and indents on the craftinventorytile entry in the rul file, but nothing seems to register.
Could you please post an example entry?
« Last Edit: May 05, 2016, 06:45:57 pm by new_civilian »

Online Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 8597
    • View Profile
Re: Meridian's resources and mods for X-PirateZ
« Reply #542 on: May 05, 2016, 06:50:26 pm »
One question: I tried several positions, tabs and indents on the craftinventorytile entry in the rul file, but nothing seems to register. Could you please post an example entry?

Code: [Select]
crafts:
  - type: STR_VENTURA
    craftInventoryTile: [7, 4, 1]

Offline new_civilian

  • Commander
  • *****
  • Posts: 725
    • View Profile
Re: Meridian's resources and mods for X-PirateZ
« Reply #543 on: May 05, 2016, 07:08:19 pm »
Thanks!

Odd, that's what I tried first and it didn't work.

Oh, wait, do I have to edit the original Piratez.rul file, I remember that editing the Bonaventura worked only then. Gonna test that and a custom addon rul file.

REPORT: yes, it only works when editing the original Piratez.rul file.

A nice location for the Ventura is behind that small door on the level that leads to the roof.

Code: [Select]
    craftInventoryTile: [6, 4, 2]
« Last Edit: May 05, 2016, 07:15:09 pm by new_civilian »

Offline Arthanor

  • Commander
  • *****
  • Posts: 2488
  • XCom Armoury Quartermaster
    • View Profile
Re: Meridian's resources and mods for X-PirateZ
« Reply #544 on: May 05, 2016, 07:41:45 pm »
For some reason, you can't just mod the Bonny. I found that out when trying to change the unit deployment scheme. You have to use "delete: STR_VENTURA", then paste the entry as it was in the mod to redefine it, with your new values in.

Offline new_civilian

  • Commander
  • *****
  • Posts: 725
    • View Profile
Re: Meridian's resources and mods for X-PirateZ
« Reply #545 on: May 05, 2016, 07:58:16 pm »
Yes, of course, I forgot that possibility for a moment.  :-[
It's also much safer doing the change that way.

Offline Arthanor

  • Commander
  • *****
  • Posts: 2488
  • XCom Armoury Quartermaster
    • View Profile
Re: Meridian's resources and mods for X-PirateZ
« Reply #546 on: May 05, 2016, 08:05:43 pm »
Yes, but a bit of a pain to update.. I don't understand why a later mod can't mod the Bonny, but it sort of works this way.

Online Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 8597
    • View Profile
Re: Meridian's resources and mods for X-PirateZ
« Reply #547 on: May 05, 2016, 08:09:26 pm »
REPORT: yes, it only works when editing the original Piratez.rul file.

You can change the "deployment" and "craftInventoryTile" attributes of any craft only if your mod contains also the "battlescapeTerrainData" attribute... not exactly sure why, but it's implemented like this.

Offline Arthanor

  • Commander
  • *****
  • Posts: 2488
  • XCom Armoury Quartermaster
    • View Profile
Re: Meridian's resources and mods for X-PirateZ
« Reply #548 on: May 05, 2016, 08:35:34 pm »
Ah! Cool! So I don't need to include all the other stats (or delete the original!). That makes updating much easier, since the terrain shouldn't change very often. Thanks for the info!

Offline new_civilian

  • Commander
  • *****
  • Posts: 725
    • View Profile
Re: Meridian's resources and mods for X-PirateZ
« Reply #549 on: May 07, 2016, 04:26:18 am »
Not sure if this is important, but when I change the bonny that way^ the game CTDs when trying to edit the loadout in the Battle Generator. Interestingly when I do not try to edit the loadout and skip directly to launch, it works...

I can't test atm if it works in the game itself, as I sold the bonny and use other crafts.
« Last Edit: May 07, 2016, 09:45:49 am by new_civilian »

Offline Cristao

  • Colonel
  • ****
  • Posts: 404
    • View Profile
Re: Meridian's resources and mods for X-PirateZ
« Reply #550 on: May 07, 2016, 03:58:57 pm »
Kindly remind me what keyboard button to press to see if my shot missed or hit an enemy.

Online Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 8597
    • View Profile
Re: Meridian's resources and mods for X-PirateZ
« Reply #551 on: May 07, 2016, 04:13:49 pm »
Kindly remind me what keyboard button to press to see if my shot missed or hit an enemy.

Ctrl+H

Offline Cristao

  • Colonel
  • ****
  • Posts: 404
    • View Profile
Re: Meridian's resources and mods for X-PirateZ
« Reply #552 on: May 07, 2016, 06:35:58 pm »
thanks.

Offline a0kribu

  • Captain
  • ***
  • Posts: 55
    • View Profile
Re: Meridian's resources and mods for X-PirateZ
« Reply #553 on: May 09, 2016, 04:52:43 pm »
Watching your playthrough on YT it occurred to me that some people might gain from having the heading in the Shipping-XY window represented as an arrow in addition to the "North-West" or whatever it is.
It might take a little thought so the old look would be preserved.

Maybe in the upper right corner of the window?

Offline Ketonur

  • Sergeant
  • **
  • Posts: 15
    • View Profile
Re: Meridian's resources and mods for X-PirateZ
« Reply #554 on: May 10, 2016, 11:26:57 am »
Is it possible to make mouse scroll responsible for switching through equipment pages (before a mission) ? :)

What was the key that you used to empty your craft from all the equipment ?