aliens

Author Topic: Custom maps  (Read 11251 times)

Offline Kato

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Re: Custom maps
« Reply #15 on: October 09, 2018, 06:07:10 pm »
Got it.

It works! Huzzah!

Code: [Select]
items:
  - type: STR_D-GUY
    size: 0.6
    weight: 120
    bigSprite: 9000
    floorSprite: 9000
    costThrow:
      energy: 60
      time: 30
    flatThrow:
      time: true
    twoHanded: true
    blockBothHands: true
    invWidth: 2
    invHeight: 3
« Last Edit: October 09, 2018, 07:25:12 pm by Kato »

Offline Meridian

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Re: Custom maps
« Reply #16 on: October 09, 2018, 09:56:46 pm »
You really should not use sprite indices so high... you will get conflicts with other mods.

Use numbers lower than 1000.
From 200 to 999 should be safe in all situations.

Offline Kato

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Re: Custom maps
« Reply #17 on: October 09, 2018, 11:29:53 pm »
Changed both to 669. Wasn't easy cuz almost all of these numbers are used already.

Offline Meridian

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Re: Custom maps
« Reply #18 on: October 09, 2018, 11:52:04 pm »
Changed both to 669. Wasn't easy cuz almost all of these numbers are used already.

Used by what? By your mod?

Cause if they are used by piratez, that doesn't matter, you can (and should) use the same numbers in your submod, there will be no conflicts, the engine takes care of that.

Offline Kato

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Re: Custom maps
« Reply #19 on: October 10, 2018, 06:34:07 am »
Purrfect >^_^<

I have a race with 16 different members. How to assign them all with MapView2 unit types and node ranks? Or is there a way to spawn them at certain coordinates of certain map via rulesets?

Hmmm... Via rulesets - solved partially:
https://openxcom.org/forum/index.php/topic,6535.msg102193.html

But how to equip them?

And more: how to spawn a weapon charged with ammo?
Code: [Select]
        items:
          STR_SOME_WEAPON:
            - [X, Y, Z] #it's empty - so, what to do next?
« Last Edit: October 16, 2018, 10:22:01 am by Kato »

Offline Hobbes

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Re: Custom maps
« Reply #20 on: October 21, 2018, 02:54:51 pm »
I have a race with 16 different members. How to assign them all with MapView2 unit types and node ranks?

You can't - there's a technical limitation with to the .RMP data files where each node is assigned a single byte, so nodes can only have 8 ranks attributed to it. Any additional ranks greater than 7 are all spawn in nodes rank 0

Offline Kato

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Re: Custom maps
« Reply #21 on: November 26, 2018, 02:43:20 pm »
How to spawn enemy units with a certain sight directions? They're not intended to patrol - just standing at their posts and overwatching.

Offline Hobbes

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Re: Custom maps
« Reply #22 on: November 26, 2018, 03:09:13 pm »
How to spawn enemy units with a certain sight directions? They're not intended to patrol - just standing at their posts and overwatching.

It's not possible to spawn units in a certain direction. And you'll need to set their TUs to 0 if you don't want them to leave the location where they are spawned.

Offline Kato

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Re: Custom maps
« Reply #23 on: November 26, 2018, 03:19:25 pm »
How sad >_<

Offline Solarius Scorch

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Re: Custom maps
« Reply #24 on: November 26, 2018, 03:28:10 pm »
Actually don't set their TUs to 0, since this may cause unforeseen effects... Set their Stamina to 0 instead.

Offline ohartenstein23

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Re: Custom maps
« Reply #25 on: November 26, 2018, 04:24:25 pm »
There's a relatively new OXCE armor tag that completely prevents unit movement:
Code: [Select]
armors:
  - type: STR_ARMOR_THAT_DOESNT_MOVE
    allowsMovement: false

Offline Solarius Scorch

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Re: Custom maps
« Reply #26 on: November 26, 2018, 04:35:06 pm »
There's a relatively new OXCE armor tag that completely prevents unit movement:
Code: [Select]
armors:
  - type: STR_ARMOR_THAT_DOESNT_MOVE
    allowsMovement: false

Wow, neato. Thanks!
Is there any advantage this tag has over Stamina 0?

Offline Meridian

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Re: Custom maps
« Reply #27 on: November 26, 2018, 04:47:25 pm »
Is there any advantage this tag has over Stamina 0?

You can still move up/down with stamina 0.

Offline Solarius Scorch

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Re: Custom maps
« Reply #28 on: November 26, 2018, 04:53:04 pm »
You can still move up/down with stamina 0.

Right, makes sense for flying units (or if you spawn it on a lift). Thanks!

Offline Kato

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Re: Custom maps
« Reply #29 on: November 26, 2018, 05:26:10 pm »
Hmmm... Automatic turrets! Zero-Stamina is really make sence. Or the armor that doesn't move... There's some ideas for Kato >^_^<
« Last Edit: November 26, 2018, 05:29:37 pm by Kato »