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Messages - Quidgiboo

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1
Feature Requests / Re: Sick soldiers and Variable clock.
« on: August 11, 2012, 11:47:06 pm »
maybe it can be put into the alien campaign :P 

2
User modifications / Invasion V1 - Enhanced UFO Simple Campaign
« on: August 11, 2012, 11:06:38 pm »
Well, it's taken a while (mostly trying to understand how all the scripts fit together), but I finally have a complete mini-mission arc in the simple campaign. Nothing special, it's 2 missions linked by Intelligence Reports, and the locations have to be static due to the setup, but I think it makes a good basis for further arcs later on.

If anyone wants to have a go, just extract the ZIP file to your main folder (so that /mods sits alongside /base, /build, etc). You should then be able to either use ui_push mods in the console or simply run ufoinvasion.bat from the main folder (kudos to neonin here, because I totally copied this idea from his swish mod-pack).

Criticisms and ideas are welcome, so let me know!

3
Mapping / Modified Dam.map...
« on: August 10, 2012, 10:04:52 pm »
Hi everyone,

I've been playing around with the single player (static) campaign, trying to put together a mini-mission arc (aliens trying to destroy a military base in switzerland) that will occur with semi-random timing. Have most of it, just putting everything together as a mod format, rather than overwriting all the base files.

In the meantime, was wondering what people thought about a modified version of the Dam map.  As part of the mission arc, aliens have rigged it with explosives, requiring you to kill them all (as per usual).

While making this I noticed a couple of bugs of decreasing importance..
1) When one of my soldiers activates the bomb misc_mission function (bring the bomb to point X, something blows up, also used on Fuel Dump as well, if I remember right), the bomb will explode and destroy the target, but the soldier is then unable to move from their last location.
2) When I have a misc_mission with the hold-location-for-x-rounds requirement, and an alien is within the action radius, all of them stop moving/firing until the alien within that radius is killed. Might be something to do with the priorities of the alien AI?
3) And lastly, though this has been mentioned before, wow, dam.map causes a lot of Actor_not_in_sync errors, especially when I try to be clever and stick an alien in the tower :/

Anyway, any comments or criticisms, please let me know!
Cheers,

4
Feature Requests / Re: Scriptable map sequences...
« on: July 30, 2012, 12:53:12 am »
Oookay, so it looks like the Static Campaign is the kind of thing I'm thinking of, and after a bit of a struggle I've figured out how the syntax for specifying missions and calling up custom emails works. But I'm guessing anything I stick together will only work in the static campaign, right? Also, is there a list of the various "command" calls (other than addeventmail) that you can use in the script files somewhere? Sorry to ask such stupid questions!

5
Feature Requests / Scriptable map sequences...
« on: July 28, 2012, 05:33:26 pm »
Hi guys,

I just wanted to know if it was possible to have the campaign mode initiate a series of maps / messages in a defined order, as a way to make a mini-mission arc. So for example...

1) At some point of alien interest you get a message saying that increased alien activity has been spotted in some area (say the alps), and that this is near some important national military installation
2) Sometime later, there's a notification that aliens are attacking the installation itself, and you have to go do a terror mission in the Bunker map. Succeed, message says that you've made them happy, and now the security has been increased to prevent a recurrence. Fail, everyone gets wiped out, nation happiness drops significantly.
3) Then, a few weeks later, you get an urgent message / terror mission: aliens are attempting to avoid the new defenses by attacking the dam upstream, hoping that the subsequent flood will allow them to wipe everyone out. Cue the Dam map (perhaps with a reach-the-bomb victory condition) and the same effect on nation happiness.

I've no idea how much of this is scriptable, or how much is hard-coded into the program (the wiki only talks about entirely new campaigns?).  But if it's possible, it would be a great way to give the aliens short term goals as well as the usual terror/scouting/XVI missions.

Cheers!

6
Mapping / Re: First attempt at an RMA slice...
« on: July 20, 2012, 09:06:52 pm »
Well, if no-one minds I thought I'd try making some blocks for the smaller sets, like Desert...

7
Mapping / Re: First attempt at an RMA slice...
« on: July 19, 2012, 09:00:45 pm »
Wow, it's quite a cool feeling seeing it in the game like that. Thanks for all the help and tips, I'll hopefully make the next one a bit better!

8
Mapping / Re: First attempt at an RMA slice...
« on: July 19, 2012, 12:14:42 am »
Ok, attempt 2! Textures and trees have been changed so that everything is more consistent, have filled a couple of bottomless holes in the ground layer, and cleaned up the inside of the UFO. I've also followed H-Hours method of actorclip-boxing off potential problem spots, though I'm now worried I've gone a bit overboard on that.. (the pictures were very helpful by the way, maybe worth including in the mapping how-to section?)

One odd thing though: when I look at this section in UFO it has very ragged shadows cast from the main UFO, and the shadow effect on the ground brushes sometimes causes an odd blob effect at the edges. Does anyone else see this, or is it due to the graphics settings on my computer?

Anyway, thanks for the advice, now to start thinking about the next piece!

9
Mapping / Re: First attempt at an RMA slice...
« on: July 18, 2012, 08:22:04 pm »
Thanks for the tips everyone, am working on them at the moment. One stupid question though: how are you able to bring up the pathfinding info to show the problem areas? Am I missing something obvious in Radiant?

10
Mapping / First attempt at an RMA slice...
« on: July 16, 2012, 10:49:49 pm »
Hi everyone,

Wanted to contribute a bit to this project, so I spent the weekend learning a bit of Radiant (even more respect for the map makers now..) Anyway, my first attempt at an actual slice is a crashed Supply ship in the frozen set, seemed appropriate after shooting so many of them down over the antarctic. Please let me know what you think, and if anyone with more talent could have a look and tell me if i've started with any bad habits, that'd be awesome...

Cheers!

11
Discussion / Re: Review & Suggestions
« on: July 04, 2012, 10:48:53 pm »
Hi all!

So I've finally gotten around to registering and wanted to say that you've put together an awesome game, which is causing me to have far too many late nights (worth it!).

Anyway, I've been playing 2.4 and like the OP notice that some maps come up pretty often. Haven't downloaded 2.5dev yet, so don't know how much that's changed. But I did notice that in some scenario maps (I'm thinking of the desert/train one at the moment) you end up playing a very similar game each time. Is it possible to make map variants, where the ally/enemy spawn points are moved around, and then pick one of these at random? This would save from having to make entire maps from scratch, but would let you fight across different areas / have different tactics.  Just a thought!

In any case, great game! I'd love to help, but my talents are limited to a bit of 2d-image creation, so not sure how much of that you need. (haha, though i'm a biochemist if that helps with any of the XVI stuff)

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