Author Topic: [Requests & Guidance] OXC - Factions  (Read 2983 times)

Online Solarius Scorch

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Re: [Requests & Guidance] OXC - Factions
« Reply #15 on: January 08, 2019, 11:51:24 pm »
Fantastic.
Thank you!

Offline luke83

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Re: [Requests & Guidance] OXC - Factions
« Reply #16 on: January 16, 2019, 10:14:31 am »
Fantastic.

And thankyou Solarius, since you updated your mod so quick, you are making it easy for me to work out what i need to do to add this to my own map :)

Question,
 Is it possible to Kill creatures if you dont want them underwater ( like common humans) ???

Online Meridian

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Re: [Requests & Guidance] OXC - Factions
« Reply #17 on: January 16, 2019, 10:30:42 am »
How about not adding them in the first place.

Offline luke83

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Re: [Requests & Guidance] OXC - Factions
« Reply #18 on: January 16, 2019, 10:45:14 am »
How about not adding them in the first place.

i have not looked at that part of the code yet ( remember i have been doing rulesets for 2 months only) but if there on a UFO that crashes into the water wouldnt they be there?
« Last Edit: January 16, 2019, 10:49:50 am by luke83 »

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Re: [Requests & Guidance] OXC - Factions
« Reply #19 on: January 16, 2019, 10:47:29 am »
yeah, for UFOs it will be more complicated, I thought about mission sites

Offline luke83

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Re: [Requests & Guidance] OXC - Factions
« Reply #20 on: January 16, 2019, 10:51:58 am »
yeah, for UFOs it will be more complicated, I thought about mission sites

Also i now have water polygons on my globe,they are specified as :
globe:
  textures:
    - id: 13,14 & 15

I assume SOMEHOW a crashsite will need to do a check if its underwater or not and determine who to spawn.
« Last Edit: January 16, 2019, 10:58:05 am by luke83 »

Online Solarius Scorch

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Re: [Requests & Guidance] OXC - Factions
« Reply #21 on: January 16, 2019, 03:05:37 pm »
Is it possible to Kill creatures if you dont want them underwater ( like common humans) ???

I did it the crude way: since I don't have diving suits for X-Com dogs (which would be pretty useless anyway), I put a warning that dogs will die underwater and made an armour transformation which changes the dog's armour into a similar one but this part added:

Code: [Select]
    recovery:
      health:
        flatHundred: -0.2

This kills the dog quickly and not very humanly. :P

Offline luke83

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Re: [Requests & Guidance] OXC - Factions
« Reply #22 on: January 24, 2019, 10:10:15 pm »
Is it or would it be possible to generate a crash site mission when xcoms craft are shot down? All the crafts in my mod will be based on ufo tech so if the aliens ufos cn crashland the xcom ones should be able too also.

Online Meridian

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Re: [Requests & Guidance] OXC - Factions
« Reply #23 on: January 24, 2019, 10:12:20 pm »
And what would the crash site do?

Offline luke83

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Re: [Requests & Guidance] OXC - Factions
« Reply #24 on: January 24, 2019, 11:23:57 pm »
I would have a random Selection of soliders that survived the crash, mostlikely controlled as civilian as they are all Confused and stuff, and i would have the aliens land trying to exterminate any surviving soldiers.

Just as a idea instead of lossing everyone instantly.

Online Meridian

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Re: [Requests & Guidance] OXC - Factions
« Reply #25 on: January 24, 2019, 11:29:51 pm »
I would have a random Selection of soliders that survived the crash, mostlikely controlled as civilian as they are all Confused and stuff, and i would have the aliens land trying to exterminate any surviving soldiers.

Just as a idea instead of lossing everyone instantly.

You don't lose people when shot down by a HK by default, configurable.

When not fighting HK, you can just abort.