I've been working on my mod in OXC for a long time now and I finally decided to dive into OXCE+, but I want to at first make sure any changes I make are compatible with OXC, so that the mod not only loads, but remains well balanced, if played in OXC. I'm also new to OXCE+ and I don't know any coding, so every step I'm just copying other people's code. Please show me how to make things happen, and don't spare the gritty details.
I've been told I can avoid compatibility problems by not changing values to things that only work in OXCE+, and instead circumvent it by using a line that only OXCE+ will parse. Example: using damageAlter instead of giving damageType an above 9 value.
I found and bookmarked
the ruleset reference.
I'll start with a few of the things I want to add to my mod using OXCE+ features:1.)
Giving some craft 3 or 4 weapons. I've seen that this was done before, however the ruleset reference (RR) says that the UI can only display 2. There's room for 4 without major changes, just by sliding stuff around a bit. How do I make this work at all? And can I do it such that a craft can have different weapon settings for OXC and OXCE+? Can I also give it other differences such as damageMax or refuelRate? Some of my OXC craft have tentatively boosted attributes to make up for the weapons they don't have.
2.)
Making medi-kit heal more than 1 fatal wound. I want to make this happen without it causing the soldier to get into negative fatal wounds and heal every turn past their max health. Can I do this in OXCE+? I can't seem to do it in OXC.
As I'm looking at the OXCE+ ruleset reference, I can't help but think it looks exactly like the OXC ruleset reference. Where are all the new commands I can put in?
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Here I plan to update the post with solutions, tips, and ideas.
Craft Weapons: OXCE+ makes increasing craft weapons easy. Just give the craft a higher weapon count. If you load it in OXC, it will only fit up to 2 weapons.
Medikit bug tested: not present in OXCE+.