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Author Topic: OXCE (OpenXcom Extended) main thread  (Read 292970 times)

Offline Solarius Scorch

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Re: OXCE (OpenXcom Extended) main thread
« Reply #555 on: June 07, 2020, 02:11:32 am »
civilians don't pick up items in piratez

But they will (assuming I understood Dio correctly).

and I didn't understand that part with "getting their stuff"... how are you gonna get that without killing/stunning them?

Civilians are spawned with items and if they get recovered, they will also bring their weapons.
(This is based on what Dio said, I haven't studied this and may well be wrong.)

Offline Yankes

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Re: OXCE (OpenXcom Extended) main thread
« Reply #556 on: June 08, 2020, 09:24:11 pm »
Yesterday on OXCE nightly was push change that make checking items linked to units and armors (e.g. corpses). If there is invalid items game will throw error on load.
As side effect, armors that had storage item `STR_NONE` can now remove it as it by definition not exists at all, and game work fine if you do not define any thing for storage item (but if you use incorrect item then game will not load it).

Offline krautbernd

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Re: OXCE (OpenXcom Extended) main thread
« Reply #557 on: June 12, 2020, 04:47:57 pm »
I am not up-to-date on the known issues list for OXCE, but melee weapons and units on stairs don't seem to get along. Is there any way to fix this?

Offline Yankes

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Re: OXCE (OpenXcom Extended) main thread
« Reply #558 on: June 12, 2020, 05:19:57 pm »
What version you use? Some have bug that make draw unit incorrectly and probably affect hit logic too

Offline Yankes

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Re: OXCE (OpenXcom Extended) main thread
« Reply #559 on: June 13, 2020, 02:05:09 am »
I pushed another expansion of `!add` tags to rule files, added too special  tag `!info` to check what is supported.

Code: [Select]
sometype:
  - type: X
    property: !info
      - A

This will give in logs line like:
Code: [Select]
Options aviable for X at line 3 are: !!seq !add !remove

Offline Shiroi Bara

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Re: OXCE (OpenXcom Extended) main thread
« Reply #560 on: June 14, 2020, 02:10:32 pm »
Playing TWoTS latest version and experimenting with debug mode I've found what gas tanks with 12 rounds maximum not spend their ammo when shooting. Is it should be because of debug mode activated? Can't remember now what happened with aquanaut ammo, but 100% sure about those tanks.

Offline Nord

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Re: OXCE (OpenXcom Extended) main thread
« Reply #561 on: June 14, 2020, 03:04:21 pm »
Playing TWoTS latest version and experimenting with debug mode I've found what gas tanks with 12 rounds maximum not spend their ammo when shooting. Is it should be because of debug mode activated? Can't remember now what happened with aquanaut ammo, but 100% sure about those tanks.
No ammo will be spent in debug mode.

Offline krautbernd

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Re: OXCE (OpenXcom Extended) main thread
« Reply #562 on: June 14, 2020, 05:09:08 pm »
What version you use? Some have bug that make draw unit incorrectly and probably affect hit logic too

6.5.1 / 2020-05-21

Having trouble hitting units on stairs with melee attacks (as in, the hit sound plays, but no damage is dealt).

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #563 on: June 14, 2020, 05:14:53 pm »
6.5.1 / 2020-05-21

Having trouble hitting units on stairs with melee attacks (as in, the hit sound plays, but no damage is dealt).

(hopefully) Fixed in 6.5.3 / 2020-05-28

Offline Shiroi Bara

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Re: OXCE (OpenXcom Extended) main thread
« Reply #564 on: June 24, 2020, 03:32:49 pm »
Version 6.5.3.1 aquanauts who has melee and ranged weapon in hands always use ranged for reaction regardless of choosing melee by left click (yellow dot set on knife). Bug or selecting weapon for reaction fire works only for ranged version? It will be great use this feature for melee reaction as well, especially if second weapon ranged or both hands used for melee only.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #565 on: June 24, 2020, 03:56:15 pm »
it works for melee too

if melee can't be used (for example if you are not in melee range), ranged will be used instead

Offline Shiroi Bara

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Re: OXCE (OpenXcom Extended) main thread
« Reply #566 on: June 24, 2020, 04:12:19 pm »
Ok, that explain things. But how make use melee only avoiding spend TU on ranged? For example aquanaut kneeling with knife and harpoon in other hand and waiting while creeper come in close range to react with knife. Is only way then unequip harpoon or unload it? It's kinda inconveniently because I need spend TU putting weapon down and picking it up at new turn. So option do NOT use ranged if it has ammo and melee preferred for reaction will be very useful.
P.S.
Suggestion. Red dot on weapon what disable it completely for reaction fire:
« Last Edit: June 24, 2020, 04:42:06 pm by Shiroi Bara »

Offline krautbernd

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Re: OXCE (OpenXcom Extended) main thread
« Reply #567 on: June 29, 2020, 05:55:24 pm »
I am not sure where to post this, this concerns scripts (shields in particular). I'm playing XCF right now and had a sectiod turn around and reaction fire upon moving after depleting it's shield.

It faced away from my agent and did not reaction fire when I shot at it and depleted it's shield, but it turned around and reaction fired when I subsequently moved the agent. I'm not sure if this is a limitation of the shield script, intended or simpyl a bug. Can somebody shed some light onto this?

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #568 on: June 29, 2020, 07:59:56 pm »
I am not sure where to post this, this concerns scripts (shields in particular). I'm playing XCF right now and had a sectiod turn around and reaction fire upon moving after depleting it's shield.

It faced away from my agent and did not reaction fire when I shot at it and depleted it's shield, but it turned around and reaction fired when I subsequently moved the agent. I'm not sure if this is a limitation of the shield script, intended or simpyl a bug. Can somebody shed some light onto this?

This is unrelated to shields, it happens also without shields.

It's a known quirk of OXC and probably also of the original game.

Offline krautbernd

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Re: OXCE (OpenXcom Extended) main thread
« Reply #569 on: June 29, 2020, 08:28:58 pm »
Ah, okay, that's good to know. Thanks!