Author Topic: [Suggestion] Alien Deployment per Race  (Read 134 times)

Offline drages

  • Colonel
  • ****
  • Posts: 150
    • View Profile
[Suggestion] Alien Deployment per Race
« on: February 13, 2019, 02:14:37 pm »
I want to give different weapon branches to different alien races. Sectoids, alien lasers.. Mutons, plasmas.. snakes, alien gauss weapons.. like that.. i think you can make it just adding the "race" name at deployment code.

Code: [Select]
data:
      - alienRank: 3
       [b] alienrace: sectoid[/b]
        lowQty: 2
        highQty: 8
        dQty: 3

Other ways like buildinweapons or deployment per mission are way harder and not so code friendly if you want to make it to all races. I think this kind of code would help to create specific races with their own abilities and weaponry.

Offline luke83

  • Commander
  • *****
  • Posts: 1401
    • View Profile
    • openxcommods
Re: [Suggestion] Alien Deployment per Race
« Reply #1 on: February 13, 2019, 06:10:16 pm »
Just watching this thread as i will have different FACTIONS in my mod with specific ufo,weapons, missions etcm  hoping a easy solution already exist ... 8)

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 8237
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [Suggestion] Alien Deployment per Race
« Reply #2 on: February 13, 2019, 06:54:30 pm »
I wouldn't say the current solution is hard, or even especially work-intensive. All you need to do is to define alienDeployments for variants you want to add, then add an appropriate flag under the ufos section - voila, now your Battleship has a different set on weapons on board when crewed by Mutons. You can even modify the UFO's parameters, such as accuracy, when crewed by Mutons.
(Works in OXCE only.)