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Messages - Latino210

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1
User modifications / Re: Modifying research
« on: April 22, 2013, 09:37:36 am »
All right, it worked, thanks!

2
User modifications / Re: Modifying research
« on: April 21, 2013, 05:37:05 pm »
All right, sorry if I bother you but I think I got something wrong. I've modified the weapons_human.ufo as you said, I've removed the plaspistol_ammo entry in the weapons_plasma.ufo, and I've modified the equipment_missions.ufo file this way:

Code: [Select]
equipment alien_workers1
{
mininterest 0
maxinterest 79

// Primary

// Secondary
item (plaspistol 100)
item (assault_ammo 1)

// Misc
item (kerrblade 10)
}

Now the tamans are equipped only with Kerrblades. I've tried to remove the item (assault_ammo 1) entry, same result. Can you help me? I am really looking forward to making this modification...

3
User modifications / Re: Modifying research
« on: April 20, 2013, 05:55:08 am »
All right, thanks. So, then I will have to replace every "plaspistol_ammo" entry with a "assault_ammo" entry in the equipment_mission.ufo file, right? I've tried it, now the aliens have no weapon apart for the kerrblade...

4
User modifications / Re: Modifying research
« on: April 18, 2013, 09:47:00 pm »
I wrote that in an atrocious manner. Let's be more explicit. I changed the assault rifle into a high tech stunner rifle:

Code: [Select]
item assault

{
name "_Stunner"
model "weapons/electrolaser/electrolaser"
weapon true
type "rifle"
animationindex 1
holdtwohanded false
firetwohanded true
shape "0 0 5 1"
shape "0 1 4 1"
center "4.5 0 .5"
scale 1.26
ammo 8
reload 18
reloadsound "weapons/reload-rifle"
price 1000
size 35
is_primary true
weight 3.2
}

item assault_ammo
{
name "_24 Volts Battery"
model "weapons/laserrifle/laserrifle_clip"
type "ammo"
animationindex 0
shape "0 0 1 2"
center "0 0 0"
scale 1.8
price 210
size 7
is_primary true
dmgtype "stun_electro"
weight 0.3

weapon_mod
{
weapon assault
firedef
{
name "_Stun Shot"
skill "assault"
projtl laserFrizzledBeam
impact laserFrizzledImpact
hitbody laserFrizzledImpact
firesnd "weapons/electro-taser"
speed 0
spread "1.4 1.4"
crouch 0.85
range 40
shots 1
ammo 1
time 12
damage "50 6"
dmgweight "stun_electro"
reaction true
}
}

weapon_mod
{
weapon assault
firedef
{
name "_Stun Sweep"
skill "assault"
projtl laserFrizzledBeam
impact laserFrizzledImpact
hitbody laserFrizzledImpact
firesnd "weapons/electro-taser"
speed 0
spread "2 2"
crouch 0.75
range 40
shots 3
ammo 3
time 24
damage "50 6"
dmgweight "stun_electro"
reaction true
}
}
}



I rewrote the entry for the assault ammo turning it into a standard 24 V battery.

Now I wish to rewrite the entry for the plasma pistol, turning it into an insurgent weapon powered by the same 24 V battery, but it's not working well...

5
User modifications / Modifying research
« on: April 18, 2013, 09:42:18 pm »
Hello...

I'd like to modify some weapon research to obtain this effect:

Player starts with a weapon (assault entry) and a related ammo (a standard 24 V battery, assault_ammo entry)

The aliens have another weapon that uses the same ammo, but with a different effect.


Is that possible? I've tried to modify the plasma pistol entry in the weapons_plasma.ufo: I removed the plaspistol_ammo entry and added another "weapon mod" entry in the "assault ammo" in the weapons_human.ufo file. It's not working, can somebody give me a quick guide on how to do that?

6
Windows / Re: Problem in 2.5dev
« on: April 03, 2013, 11:51:07 pm »
Yes, you are right.

7
Windows / Re: Problem in 2.5dev
« on: April 03, 2013, 01:53:28 am »
No, I have not modified the geoscape maps yet.

Here is the mod. If you could take a look at that problem I would appreciate it. I've only modified the ufo dir, so I am including just it.

8
Windows / Problem in 2.5dev
« on: April 02, 2013, 01:38:37 am »
Hello! I have a little problem in 2.5dev. I think it was my fault, I was trying to modify something on the basemanagement.ufo file...

I get this error when I try to start a new campaign. I guess one of my modifications backfired, but I have no idea of what. Can somebody point me in the right direction?

By the way, the game works fine when I start a new campaign in vanilla mode without my mod. I only modified the MSGID and the .ufo files, but I think I did something wrong...

9
User modifications / Re: Mods option?
« on: March 25, 2013, 02:48:39 pm »
All right, I made a "Mod" dir on the ufoAI directory, I made a new directory there with the name of my mod, then I copied the entire "Base" dir on it, deleting the files that I do want to keep from the original ufo (music, textures and some other things). Thanks for your help, as soon as I can set my priorities I will start working on the mod and trying to recruit a coder!

10
User modifications / Mods option?
« on: March 25, 2013, 01:52:45 am »
I've just discovered the "Mods" option. Since I am interested in building a new mod, I would like to know how to use it. Can anyone help?

11
Mapping / Re: Solar plant RMA map 2.0
« on: March 25, 2013, 01:30:19 am »
Yes, I see that you have already put the Actorclips where needed. Too bad that the lighting bug is here again, the edges of the tiles show daylight seeping through the ground. What the hell...

12
Mapping / Re: Solar plant RMA map 2.0
« on: March 23, 2013, 02:11:04 pm »
Sorry for not answering before, I had a lot of RL problems. I think you are talking about the grid X 32, right? I just forgot to align the couches in the recreation area...

13
Mapping / Re: Destruction
« on: December 30, 2012, 01:02:07 am »
Anarch, if you are so good at coding why you do not try to help ShipIt with the shadows/door bug? The "indestructible scenario" is a common problem in many games, many people just do not notice that anymore. Do you remember the dingy office doors and the flimsy footlockers in Fallout 3 withstanding the impact of a Fat Man nuke launcher?  :P

14
Mapping / Re: Stupid RMA tricks
« on: December 30, 2012, 12:59:15 am »
I concur H-Hour, but AFAIK there are only three or four maps making real use of the RMA algorithm, all the others have only a main  and a dropship tile! I tried to add some variety to my maps by having a random choice between two tiles, but I think I am the only one that did so. I'd really like to dissect the "harbor" map to understand more of its RMA working, but I had no time!

15
Mapping / Re: Solar plant RMA map 2.0
« on: December 17, 2012, 11:22:02 pm »
Someone forgot to upload the .md2 models I have made for the map. Here there are. Both zips must be unzipped into the "base/models/object/"  dir.

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