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Author Topic: [DONE] [Suggestion] Geoscape pop-up events  (Read 5130 times)

Offline Solarius Scorch

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Re: [DONE] [Suggestion] Geoscape pop-up events
« Reply #15 on: January 14, 2020, 09:27:45 pm »
Can I use both randomItemList and everyItemList in the same event?

Code: [Select]
   - name: STR_COLD_PACKAGE
    description: STR_COLD_PACKAGE_DESCRIPTION
    background: BACK13.SCR
    randomItemList: [STR_SECTOID_CORPSE, STR_FLOATER_CORPSE, STR_SNAKEMAN_CORPSE]
    everyItemList: [STR_PISTOL, STR_PISTOL_CLIP, STR_PISTOL_CLIP]
    timer: 20

In this case, you get the pistol, two clips, and a random corpse: Sectoid, Floater or Snakeman.

Online Meridian

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Re: [DONE] [Suggestion] Geoscape pop-up events
« Reply #16 on: January 14, 2020, 11:45:05 pm »
Can I use both randomItemList and everyItemList in the same event?

Code: [Select]
   - name: STR_COLD_PACKAGE
    description: STR_COLD_PACKAGE_DESCRIPTION
    background: BACK13.SCR
    randomItemList: [STR_SECTOID_CORPSE, STR_FLOATER_CORPSE, STR_SNAKEMAN_CORPSE]
    everyItemList: [STR_PISTOL, STR_PISTOL_CLIP, STR_PISTOL_CLIP]
    timer: 20

In this case, you get the pistol, two clips, and a random corpse: Sectoid, Floater or Snakeman.

yes

Offline Solarius Scorch

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Re: [DONE] [Suggestion] Geoscape pop-up events
« Reply #17 on: January 15, 2020, 02:11:33 pm »
Thanks! This will make things more fun.

Online Meridian

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Re: [DONE] [Suggestion] Geoscape pop-up events
« Reply #18 on: May 14, 2020, 08:06:06 pm »
Added more attributes (in OXCE v6.5).
Similar to research and item triggers, there are base facility triggers.

Code: [Select]
eventScripts:
  - type: xxx
...
    facilityTriggers:
       STR_FACILITY1: true
       STR_FACILITY2: false

Facilities from all bases are considered.

-------

Also, there is a "affectsGameProgression" flag.

If set to true, research topics from "researchTriggers" will display a small disclaimer in the TechTreeViewer about affecting game progression.
« Last Edit: May 14, 2020, 08:09:58 pm by Meridian »

Offline efrenespartano

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Re: [DONE] [Suggestion] Geoscape pop-up events
« Reply #19 on: June 04, 2020, 04:08:41 pm »
Hi, Meridian!

I have a suggestion: could be possible to have soldierTypes as reward for the events? I have some "Reinforcements have arrrived" event in mind,  where some new soldiers and their weapons are send to the player, but AFAIK only points/score/research/items are granted

Online Meridian

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Re: [DONE] [Suggestion] Geoscape pop-up events
« Reply #20 on: June 04, 2020, 04:17:52 pm »
Hi, Meridian!

I have a suggestion: could be possible to have soldierTypes as reward for the events? I have some "Reinforcements have arrrived" event in mind,  where some new soldiers and their weapons are send to the player, but AFAIK only points/score/research/items are granted

The issue is that the living quarters will get overfull.

If that doesn't bother you, I can add it.

Offline efrenespartano

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Re: [DONE] [Suggestion] Geoscape pop-up events
« Reply #21 on: June 04, 2020, 04:48:36 pm »
The issue is that the living quarters will get overfull.

If that doesn't bother you, I can add it.

Not at all! I want to make impossible to get certain soldiers only available by events, to balance it. Thanks a lot for accepting my suggestion! :D
« Last Edit: June 04, 2020, 04:56:43 pm by efrenespartano »

Offline Solarius Scorch

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Re: [DONE] [Suggestion] Geoscape pop-up events
« Reply #22 on: June 04, 2020, 04:55:20 pm »
I am okay with that too.

Offline Nord

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Re: [DONE] [Suggestion] Geoscape pop-up events
« Reply #23 on: June 04, 2020, 07:49:32 pm »
The issue is that the living quarters will get overfull.

If that doesn't bother you, I can add it.
But you allready can gain an item, let's say "squaddie", which will be manufactured into soldier.

Online Meridian

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Re: [DONE] [Suggestion] Geoscape pop-up events
« Reply #24 on: June 04, 2020, 07:51:21 pm »
But you allready can gain an item, let's say "squaddie", which will be manufactured into soldier.

I know.
Looks like people don't like it.

Repeating the same thing over and over is not fun, eventually I just give up.
« Last Edit: June 04, 2020, 07:53:31 pm by Meridian »

Online Meridian

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Re: [DONE] [Suggestion] Geoscape pop-up events
« Reply #25 on: October 07, 2020, 12:03:55 pm »
Hi, Meridian!

I have a suggestion: could be possible to have soldierTypes as reward for the events? I have some "Reinforcements have arrrived" event in mind,  where some new soldiers and their weapons are send to the player, but AFAIK only points/score/research/items are granted

Added.

spawnedPersons: how many persons to spawn
spawnedPersonType: scientists, engineers or soldier types
spawnedPersonName: translatable fixed name
spawnedSoldier: overrides for randomly generated soldiers, using saved game syntax, you can override anything except soldier ID

Examples:

Code: [Select]
events:
  - name: STR_TEST_EVENT1                 
    spawnedPersons: 5                     
    spawnedPersonType: STR_SCIENTIST     

  - name: STR_TEST_EVENT2                 
    spawnedPersons: 10                   
    spawnedPersonType: STR_ENGINEER       

  - name: STR_TEST_EVENT3                 
    spawnedPersons: 3                     
    spawnedPersonType: STR_SOLDIER       
    spawnedSoldier:
      nationality: 0
      rank: 3  # captain
      currentStats:
        tu: 100
        stamina: 100
        health: 100
        strength: 100

eventScripts:
  - type: STR_TEST_EVENT_SCRIPT           
    eventWeights:                         
      0:                                 
        STR_TEST_EVENT1: 50         
        STR_TEST_EVENT2: 50
        STR_TEST_EVENT3: 50

Living quarters availability is not checked.

Offline tarkalak

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Re: [DONE] [Suggestion] Geoscape pop-up events
« Reply #26 on: October 12, 2020, 06:09:22 pm »
Would it be useful to have events that have several possible outcomes that the player must chose from?

Example:
A group of hikers have wandered near X-COM base 1 and have seen something that we don't want them to talk about. We can quietly dispose of them, detain them or let them go with a few bruises and a stern warning to never talk about it ever.
Option 1: You pay money to have them disposed of. (-30000)
Option 2: You detain them. (they show up in your prison)
Option 3: You let them go. (-200 points)

Where each Option is a different button.

I am not a moder, so I am not sure if that will be of any interest. I assume that it can be used for choosing different paths in a campaign too.