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Author Topic: OXCE (OpenXcom Extended) main thread  (Read 182282 times)

Offline Nord

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Re: OXCE (OpenXcom Extended) main thread
« Reply #900 on: October 09, 2021, 01:38:32 pm »
Encountered possible bug.
When attacking by psi-amp "use", script hook "damageUnit" must know damage type from psi-amp. But both "damaging_type" parameter and "RuleDamageType.getResistType" from "weapon_item" always returns 0.
Or is it work some other way?

Offline Yankes

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Re: OXCE (OpenXcom Extended) main thread
« Reply #901 on: October 09, 2021, 03:18:48 pm »
Do you correctly set it in psi-amp? Stats for nerd should show what damage type is set for this item.
Rest of code should handle damage types same as any other item in game.

Offline Nord

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Re: OXCE (OpenXcom Extended) main thread
« Reply #902 on: October 09, 2021, 03:48:08 pm »
Spoiler:
Code: [Select]
  - type: STR_MENTAL_WEAPON_2 #Mentat master panic
    categories: [STR_SPELLS_WEAPONS, STR_PSI, STR_MENTAL_DAMAGE]
    maxRange: 25
    hitSound: 36
    psiAnimation: 40
    hitAnimation: 176
    battleType: 9
    LOSRequired: false
    power: 1
    manaRequired: true
    manaExperience: 150
    experienceTrainingMode: 26
    accuracyPanic: 30 #bonus equal to Vanilla x2
    accuracyUse: 20
    accuracyMultiplier:
      firing: 0.0
      psiSkill: 1.0   
    damagetype: 13
    damageBonus:
      psiStrength: 0.5
    damageAlter:
      RandomType: 3
      ArmorEffectiveness: 0
      ToWound: 0
      ToArmor: 0
    costUse:
      time: 0
      mana: 0
    tuPanic: 0
    tuMindControl: 0
    tuUse: 0
    flatRate: true
    clipSize: -1
    fixedWeapon: true
    specialUseEmptyHand: false
    recover: false
#    specialIconSprite: 6
    targetMatrix: 7
Maybe a thing is that attack can be done via skill?
Spoiler:
Code: [Select]
  - type: STR_MIND_BLAST_SKILL #mentat master, deal damage.
    tags:
      SKILL_ID: 12
    costUse:
      time: 25
      mana: 25
    flatUse:
      mana: true
    targetMode: 11
    compatibleWeapons: [STR_MENTAL_WEAPON_2]
    checkHandsOnly: false
It does nothing scripted though.

Offline Yankes

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Re: OXCE (OpenXcom Extended) main thread
« Reply #903 on: October 09, 2021, 04:05:43 pm »
Code: [Select]
damagetype: 13
this is incorrect, `T` should be upper case.

Offline Nord

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Re: OXCE (OpenXcom Extended) main thread
« Reply #904 on: October 09, 2021, 04:06:11 pm »
Code: [Select]
damagetype: 13
this is incorrect, `T` should be upper case.
Oh. Shame on me.

Offline Yankes

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Re: OXCE (OpenXcom Extended) main thread
« Reply #905 on: October 09, 2021, 04:16:36 pm »
This is why I ask you to check SfN as it can detect errors like this

Offline mercy

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Re: OXCE (OpenXcom Extended) main thread
« Reply #906 on: October 09, 2021, 06:00:58 pm »
I would like to request a shortcut to transfer everything from the left to the right (at once on keypress "X") on the Transfer screen, please:


Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #907 on: October 17, 2021, 11:59:51 am »
New OXCE v7.1.3 is up.

2021-10-17
Modding:
- It is now possible to show multiple special buttons at once (psi, special, soldier skill)

Scripting:
- Added reaction count limit (+exposed the counter to scripts)

Bugfixes:
- Fixed missing death and bleedout notifications for unconscious units (to be backpatched into OXC)
- Fixed loot window not displaying any items after a base defense
- Cannot disengage when you and the HK have the same speed anymore
- Fixed issue when unit has Reaction score=0
- Fixed display of unit stats during walking/firing (to be backpatched into OXC)

Download: https://openxcom.org/forum/index.php/topic,5258.0.html

Offline BlackStaff

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Re: OXCE (OpenXcom Extended) main thread
« Reply #908 on: October 17, 2021, 01:19:35 pm »
New OXCE v7.1.3 is up.
Thank you very much !!  :)
« Last Edit: October 17, 2021, 01:21:36 pm by BlackStaff »

Offline Nord

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Re: OXCE (OpenXcom Extended) main thread
« Reply #909 on: October 17, 2021, 09:48:49 pm »
Small question:
When we use "FixRadius: 1" for super-powerful weapon, the explosion animation still showed over whole screen, not just normal blast. Is it intended?

Offline Yankes

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Re: OXCE (OpenXcom Extended) main thread
« Reply #910 on: October 18, 2021, 04:22:08 pm »
Hard to say its is intended but game behave this way, animation is independent in most case from real explosion calculation.
Even more if range is bigger it still show animation on places where explosion even do not touch.

Offline Nord

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Re: OXCE (OpenXcom Extended) main thread
« Reply #911 on: October 20, 2021, 10:44:18 am »
Modding:
- It is now possible to show multiple special buttons at once (psi, special, soldier skill)
And how to make them NOT showing? I got unnecessary "psi" button showed for all my units with psi-abilities.
Thanks.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #912 on: October 20, 2021, 10:46:21 am »
And how to make them NOT showing? I got unnecessary "psi" button showed for all my units with psi-abilities.
Thanks.

That's a bug, being fixed right now...

Offline Yankes

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Re: OXCE (OpenXcom Extended) main thread
« Reply #913 on: October 24, 2021, 01:33:47 pm »
I plan release bug fix for this today

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #914 on: October 24, 2021, 09:10:23 pm »
New OXCE v7.1.4 is up.

2021-10-24
Modding:
- Ability to change armor values via Soldier Bonuses: https://openxcom.org/forum/index.php/topic,7405.msg141860.html#msg141860
- Arc/Mission/Event-script triggers by xcom base country: https://openxcom.org/forum/index.php/topic,7215.msg141846.html#msg141846
- Arc/Mission/Event-script triggers by xcom base region

Other:
- Added Ukrainian translation

Bugfixes:
- Fixed duplicated psi weapon button

Download: https://openxcom.org/forum/index.php/topic,5258.0.html