Author Topic: Different elevator behaviour in OpenXCOM and OpenTFTD?  (Read 1630 times)

Offline Amoebka

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Different elevator behaviour in OpenXCOM and OpenTFTD?
« on: June 20, 2018, 07:50:12 pm »
Hi again.  :) A bit of a weird question today.

As far as I'm aware, OpenXCom "fixes" grav lift plugging by making the elevator floor tile see-through and shoot-through. At the same time, lifts in OpenTFTD seem to to behave like they used to (can't see other floors through it, can't shoot through the floor).

How is this difference actually coded? I've examined MCDs for lifts in EU and TFTD and failed to notice the difference. How can I force the TFTD behaviour in my mod for XCom1? (my grav lift MCDs right now have vanilla properties, but are moved into a custom MCD file.)

Offline Warboy1982

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Re: Different elevator behaviour in OpenXCOM and OpenTFTD?
« Reply #1 on: June 20, 2018, 08:42:40 pm »
the difference is in the loftemps data, ufo lifts have no voxels, whereas TFTD ones do.

Offline Amoebka

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Re: Different elevator behaviour in OpenXCOM and OpenTFTD?
« Reply #2 on: June 20, 2018, 08:59:18 pm »
Thanks, Warboy.

Apparently, MCD #0 in GRUNGE2.mcd is the ONLY gravlift in TFTD that has empty loftemps, and it happened to be the one I looked up (naturally...). Sorry for asking a stupid question, I guess.  :-[