gustavowizard Posted January 3, 2016 Share Posted January 3, 2016 I was wandering if someone tried to do any of those, have tutorials link or something.. thanks! 1) Add the Psion powers to the xenonauts. 2) Add Aquatic missions i know its crazy but maybe not impossible. 3) Adding a Aircraft there are some coordinates or numbers called SlotPositions, they are like this: <Cell><Data ss:Type="String">870;180;870;680;360;130;320;300</Data></Cell> i was wandering what they mean and why the game need this, -> i want to add new interceptors, any tutorials? Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted January 3, 2016 Share Posted January 3, 2016 1) You can't do that. 2) You can't do that. 3) If I remember correctly, those are X-Y coordinates for the UI which show where weapon slots on that particular aircraft will appear. Quote Link to comment Share on other sites More sharing options...
gustavowizard Posted January 8, 2016 Author Share Posted January 8, 2016 (edited) why u cant add psion powers to soldiers? about the coords, if thats it, then cool add a aircraft seams simple enough ... i will try today! still about aircraft, is it hard to make a interceptor carry 1 soldier and land on missions? i notice vehicles pictures (frames or wtv they are called) are quite less than soldiers, just some 4 positions and such destroyed pics, i was wandering how hard would be to do this; make a interceptor land and carry 1 dude thanks! sorry my english btw Edited January 8, 2016 by gustavowizard Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted January 8, 2016 Share Posted January 8, 2016 You can't do it because you can't do it. There's nothing in the game or the XML which will let you do it. Psychic powers for soldiers would have to be added from scratch. Quote Link to comment Share on other sites More sharing options...
gustavowizard Posted January 8, 2016 Author Share Posted January 8, 2016 what about make the interceptors land? Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted January 8, 2016 Share Posted January 8, 2016 While theoretically an interceptor could be flagged as "can land" in the XML, there's no code hooks to make an interceptor land, nor are there any UI elements. Quote Link to comment Share on other sites More sharing options...
gustavowizard Posted January 9, 2016 Author Share Posted January 9, 2016 hum i see well no biggy, im now working on new projectiles, i can make new ones fine on photoshop but coding new maths is hard, what i want to do is a beam, like a star trek phaser, buti dont understand this part: <framelist> <frame regx="300" regy="300" x="0" y="0" w="600" h="600" name="blueheavylaser.png" /> </framelist> <timeline name="main" frametime="50" totaltime="50"> <keyframe frame="1" /> </timeline> i know w and h are the images dimensions, what i want to know is how to create a sequence of frames for the beam, this one above is from the Division=-X mod, from laserbeams, i want some like that but when i use it on my mod it dont work like on his mod, something is missing i think, in any case i want to learn to makemy own.. <frame regx="0" regy="0" x="0" y="0" w="50" h="3" /> <frame regx="5" regy="0" x="0" y="0" w="55" h="3" /> <frame regx="10" regy="0" x="0" y="0" w="60" h="3" /> <frame regx="15" regy="0" x="0" y="0" w="65" h="3" /> <frame regx="20" regy="0" x="0" y="0" w="70" h="3" /> <frame regx="25" regy="0" x="0" y="0" w="75" h="3" /> <frame regx="30" regy="0" x="0" y="0" w="80" h="3" /> <frame regx="35" regy="0" x="0" y="0" w="85" h="3" /> <frame regx="40" regy="0" x="0" y="0" w="90" h="3" /> <frame regx="45" regy="0" x="0" y="0" w="95" h="3" /> <frame regx="50" regy="0" x="0" y="0" w="100" h="3" /> <frame regx="55" regy="0" x="0" y="0" w="105" h="3" /> <frame regx="60" regy="0" x="0" y="0" w="110" h="3" /> <frame regx="65" regy="0" x="0" y="0" w="115" h="3" /> <frame regx="70" regy="0" x="0" y="0" w="120" h="3" /> <frame regx="75" regy="0" x="0" y="0" w="125" h="3" /> <frame regx="80" regy="0" x="0" y="0" w="130" h="3" /> <frame regx="85" regy="0" x="0" y="0" w="135" h="3" /> <frame regx="90" regy="0" x="0" y="0" w="140" h="3" /> <frame regx="95" regy="0" x="0" y="0" w="145" h="3" /> ..... and goes until it reachs regx=2000! isnt a better way to code this btw? like a interval instead of typing each frame? Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted January 10, 2016 Share Posted January 10, 2016 (edited) Nope! You have to specify every individual frame. I believe I have already directed you to the original thread and original mod for laser beams - you should really read that for any inspiration. EDIT: You could write you own program which automatically writes everything into a text file - when Xenonauts was still in beta, that's what one enterprising chap did to make maps. Edited January 10, 2016 by Max_Caine Quote Link to comment Share on other sites More sharing options...
gustavowizard Posted January 10, 2016 Author Share Posted January 10, 2016 oh thanks a lot man.! yeah im trying to add new alien unit now, i put the folders with the tons of images of them on the correct place, i 'insert' entrances for each on aiprops, on items and on string, and finnaly on the ufocontent of the scout and lightscout of ceasans (witch im trying to add, 4 new colors shirts), but still all i get are guards and non-combants, for some reason the game is not loading them, did i miss any file?? thanks again Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted January 10, 2016 Share Posted January 10, 2016 (edited) Do you have the modded files in the right place? That's a common problem. EDIT: I've had further thoughts about "interceptors which can carry soldiers". You can't do that, but you can make dropships which carry soldiers and have weapons (aajs proved this), so you could do it like that. Edited January 10, 2016 by Max_Caine Quote Link to comment Share on other sites More sharing options...
gustavowizard Posted January 10, 2016 Author Share Posted January 10, 2016 hum im testing with the images from the X-Division mod,then i ll make my own. The images are on the right place (they are the same of the game but with different shirt colors for Caesans) modname/units/alien/doctor, still the game wont read them for some reason, it wont crash too, just is not using my mod files and uses the X:CE ufocontents instead here is the insertion on aiprops: <Rank MODMERGEATTRIBUTE="type" MODMERGE="insert" type="doctor"> <Props APs="50" Resilience="45" Strength="60" Accuracy="60" Reflexes="50" Bravery="40" /> <Decision MinimumAccuracy = "0.35"/> <Armour kinetic="0" energy="70" chemical="0" incendiary="0" /> <Items killed="Items.CaesanNonCombatantCorpse" stunned="Items.Caesandoctor" /> <BloodHitSprite name="particles/hit_alienblood/hit_alienblood" /> <Equipments> <Equipment> <PrimaryWeapon name="weapon.AlienPlasmaPistol" /> <Belt> <Item name="ammo.alienplasmacell" /> </Belt> </Equipment> </Equipments> </Rank> and i made the add on ITEMS and STRINGS too, maybe im missing something? Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted January 10, 2016 Share Posted January 10, 2016 Shouldn't that be /modname/units/alien/caesan/doctor? If you want a differently coloured shirt for the caesan doctor, you have to make the folder under /caesan/doctor. Quote Link to comment Share on other sites More sharing options...
gustavowizard Posted January 10, 2016 Author Share Posted January 10, 2016 yes thats correct. i made a new post about this, to make a tutorial when i figger this out, i think might be something on UFOContent files maybe, when i use the aiprops and ufocontents of X-Division it works, but some weapons dont show since i dont add it Quote Link to comment Share on other sites More sharing options...
gustavowizard Posted January 11, 2016 Author Share Posted January 11, 2016 i need to learn how to add a new weapon to a alien now. Quote Link to comment Share on other sites More sharing options...
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