Author Topic: [Solved] Converting xcom crafts based on environment  (Read 5389 times)

Offline Nord

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[Solved] Converting xcom crafts based on environment
« on: November 10, 2016, 07:20:33 pm »
Hello.
I'm stuck.
If i use string in mapscripts.rul like:
Code: [Select]
- type: addCraft
      craftName: Craft_ONE
Can i make so, that only one craft will change to CRAFT_ONE, but all other crafts stay unchanged?
Thanks.
« Last Edit: February 12, 2023, 01:09:08 pm by Meridian »

Offline Meridian

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Re: MapScripts
« Reply #1 on: November 10, 2016, 07:31:39 pm »
No, I implemented only option 1 from here: https://openxcom.org/forum/index.php/topic,4444.msg66265.html#msg66265

Option 2 not.

EDIT: also option 2 was implemented in the meantime.
« Last Edit: February 12, 2023, 01:07:09 pm by Meridian »

Offline Hobbes

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Re: MapScripts
« Reply #2 on: November 10, 2016, 07:32:54 pm »
Hello.
I'm stuck.
If i use string in mapscripts.rul like:
Code: [Select]
- type: addCraft
      craftName: Craft_ONE
Can i make so, that only one craft will change to CRAFT_ONE, but all other crafts stay unchanged?
Thanks.

If I'm understanding you correctly, you want that when a Skyranger (as an example) is sent on a mission, the mapScript would deploy instead an APC (as an example), but if a Lightning or an Avenger is sent instead, then the mapScript places those craft.

If the above is correct, then the answer is no, it's not possible with the regular OXC :)

Offline Meridian

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Re: MapScripts
« Reply #3 on: November 10, 2016, 07:42:29 pm »
"craftName" is also not available in OXC, so I assumed he is using OXCE+

...which fork are you using Nord?

Offline Nord

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Re: MapScripts
« Reply #4 on: November 10, 2016, 09:29:15 pm »
"craftName" is also not available in OXC, so I assumed he is using OXCE+

...which fork are you using Nord?
Yes, those with The XCom Files.
Sad. Going to rethink all from the beginnig...

Offline Meridian

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Re: MapScripts
« Reply #5 on: November 11, 2016, 01:02:15 am »
Sad. Going to rethink all from the beginnig...

Maybe describe your idea a bit more... if I find it worth my time, I will implement that feature for you... :)

Offline Nord

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Re: MapScripts
« Reply #6 on: November 11, 2016, 12:39:14 pm »
Just TFTD craft, which drop a bathyscaphe on subsea missions and lands on terrors.

Offline Meridian

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Re: MapScripts
« Reply #7 on: November 11, 2016, 01:14:24 pm »
Just TFTD craft, which drop a bathyscaphe on subsea missions and lands on terrors.

I'm sure that makes sense to you... but I am a bit lost to be honest.
I would expect a bit more than just one sentence to describe your idea.

Start with a general concept, then go more into detail, and then mention at least one or two examples...
And don't assume I know anything what's only in your head :)

PS: maybe also look at the link I provided earlier and tell us if the second proposed solution from Solarius would solve your issue, or if it is something completely else

Offline Nord

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Re: MapScripts
« Reply #8 on: November 11, 2016, 01:51:13 pm »
Ok. Sorry for bad english.
My idea was to add pre-triton craft, because no flying subs exist, and all projects of them are mostly fiction. So they must be invented in future, maybe after first analysis of alien USO's. But we need something, what could deliver our units on the battlefield. What we can use for it now - bathyscaphe or small submarine, carried by flying boat or by helicopter.
I created bathyscaphe mapblock, etc, but suddenly thinked about terror missions. Fly to them on helicopter and then deploy a bathyscaphe on port site looks... well, stupid.
And yes, second option of Solarius will work.

Or, instead of this, it is possible to create just deployment site, like square on the ground, where units will just "jump down from a board of boat". Will work fine, but not so pretty looking as bathyscaphe. And what is important, will work without OXCE, what means will work on android.

Offline Meridian

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Re: MapScripts
« Reply #9 on: August 22, 2022, 09:41:19 pm »
Hello.
I'm stuck.
If i use string in mapscripts.rul like:
Code: [Select]
- type: addCraft
      craftName: Craft_ONE
Can i make so, that only one craft will change to CRAFT_ONE, but all other crafts stay unchanged?
Thanks.

Check this: https://openxcom.org/forum/index.php/topic,4444.msg148706.html#msg148706