Was support for predictive interception trajectories dropped?
Yes, the feature is very buggy... and I don't like bugs, so I removed it completely.
Any plans to re-implement it in a non-buggy way... ?
Getting this error (see attachment). I think it's due to the fact that negative indexes for bigobs are now invalid.I can't seem to find the thread/post (by yankes iirc) which explained the fix.For example the spitter in question uses:bigSprite: -2What index should I use to get the same graphics? I'll run a find/replace and fix all of them.
https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Negative_indices_and_cross-referencing_other_modsJust copy the graphics into your mod and use a normal positive index like for any other bigobs you've added before.
Thanks. I wasn't using those indexes (my mod starts from 99 onward) so I simply used them:bigSprite: -2 ---> bigSprite: 60
If you were using these bigobs in your mod, you have 2 options how to fix it:
What I get from this is that I should use the other fixes only if I have those indexes already occupied.
Error for 'STR_TANK_CANNON_ALLOY': offset '9106' exceeds mod size limit 1000 in set 'BIGOBS.PCK'
Can get around, expand at least to 10,000, or completely remove this restriction?
name: "X-Com Files"version: "1.0.2"requiredExtendedVersion: "6.1.1"author: "Solarius Scorch"description: "snip"id: x-com-filesmaster: xcom1reservedSpace: 2 # this reserves 2,000 indices in the memory... if you want to reserve 10,000 indices you can write reservedSpace: 10
If you are already using most of the indices below 1000, you can tell OpenXcom to reserve more memory for your mod in the metadata.yml file. Example:
I see there are several options to define psi devices/weapons. Can the AI use them or is it always going to fallback on the ALIEN_PSI_WEAPON ?
- type: STR_PSICLONE requires: - STR_PSICLONE size: 0.1 costSell: 63000 weight: 5 bigSprite: 456 floorSprite: 456 handSprite: 456 hitAnimation: 96 psiAnimation: 96 hitSound: 36 psiSound: 96 battleType: 9 twoHanded: false invWidth: 1 invHeight: 2 accuracyMultiplier: # but what is the base accuracy? if they're multipliers and base accuracy is 0, then 0*x=0 psiSkill: 0.5 flatHundred: 0.5 tuUse: 25 tuMindControl: 0 # diables mind control tuPanic: 25 flatRate: true recoveryPoints: 8 armor: 15 attraction: 1 psiRequired: false #aimRange: 1 # what about this, can dropoff work without it...? dropoff: 1 # does this reduce the accuracy over distance of mind control and panic too, or only the stun attack??? # what i'm trying to achieve is the chance of panic success to decrease with distance psiAttackName: STR_STUN_UNIT damageType: 6 # stun power: 50 powerRangeReduction: 1 damageBonus: psiStrength: 0.5 damageAlter: ArmorEffectiveness: 0 FixRadius: 0 RandomType: 2 IgnoreDirection: true LOSRequired: false
accuracyPanic: 60 accuracyMindControl: 0 accuracyUse: 50 # how does this accuracy work? I want the attack to always hit, like a psi attack