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gustavowizard

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Everything posted by gustavowizard

  1. plz if someone made or know where to find Specs for EL Chupacabras send me the link!
  2. i need to learn how to add a new weapon to a alien now.
  3. hum not like a RPG character as with XP bar, but u can however, upgrade it, for a better one, like on real life, i dont see the point of doing that, vehicles do not gain experience nor get better after use, they actually get older and with time u replace or upgrade them. I still want to add some vehicles to my mod, wander if there are some nice files ready already, or some model, what was that program that can easy open 3d model? i use to have 3dmax is way to large and complex.. is it GIMP or something? that would help to make a vehicle fast, since it need few pictures
  4. 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
  5. Hey guys, im trying to add a new unit, but i did everything and still its not showing on the game, so i was wandering if we could do a tutorial for this, if you guys gimme a hand and i crack this up i will make a nice tutorial for everybody step by step. we gonna add the caesan doctor (all the images are the same but with the brown shirt) So i add the images on: units/alien/caesan/newunit folder 1) I add the entrance on ITEM file: <Row ss:AutoFitHeight="0"> <Cell><Data ss:Type="String">Items.Caesandoctor</Data></Cell> <Cell ss:Index="4"><Data ss:Type="String">Capped</Data></Cell> <Cell><Data ss:Type="String">weapons/corpses/caesan_noncombatant_stunned</Data></Cell> <Cell ss:StyleID="s62"><Data ss:Type="String">Item.Dispose.Executed</Data></Cell> <Cell><Data ss:Type="Number">1</Data></Cell> </Row> 2)I add entrances for it on STRINGS file: <Row ss:AutoFitHeight="0" ss:Height="255"> <Cell><Data ss:Type="String">Items.Caesandoctor</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell><Data ss:Type="String">Caesan Doctor</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> </Row> 3) I add a corpse entrance on the file CORPSEPROPS: (i will be using the noncombatent body for now...) <Corpse MODMERGEATTRIBUTE="name" MODMERGE="insert" name="Items.Caesandoctor"> <stockTextureName>weapons/corpses/caesan_noncombatant_stunned.png</stockTextureName> <dragTextureName>weapons/corpses/caesan_noncombatant_stunned.png</dragTextureName> <slotsizex>3</slotsizex> <slotsizey>5</slotsizey> <weight>25</weight> 4) Finnaly i add him on the AIPROPS file: <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> Last i replace the aliens from the LightScout Contents on UFOCOntent Folder: <Row ss:AutoFitHeight="0" ss:Height="13.5"> <Cell><Data ss:Type="String">Caesan_doctor_Passive</Data></Cell> <Cell ss:StyleID="s66"/> <Cell ss:StyleID="s66"/> <Cell ss:StyleID="s66"/> <Cell ss:StyleID="s66"/> <Cell ss:StyleID="s66"/> <Cell ss:StyleID="s66"/> <Cell ss:StyleID="s66"/> <Cell ss:StyleID="s66"/> <Cell ss:StyleID="s66"/> <Cell ss:StyleID="s66"/> <Cell><Data ss:Type="Number">2</Data></Cell> <Cell><Data ss:Type="Number">2</Data></Cell> <Cell><Data ss:Type="Number">2</Data></Cell> <Cell><Data ss:Type="Number">2</Data></Cell> <Cell ss:StyleID="s66"/> <Cell ss:StyleID="s66"/> <Cell ss:StyleID="s66"/> <Cell ss:StyleID="s66"/> <Cell ss:StyleID="s66"/> <Cell ss:StyleID="s66"/> </Row> <Row> <Cell><Data ss:Type="String">Caesan_technician_Passive</Data></Cell> <Cell ss:StyleID="s66"/> <Cell ss:StyleID="s66"/> <Cell ss:StyleID="s66"/> <Cell ss:StyleID="s66"/> <Cell ss:StyleID="s66"/> <Cell ss:StyleID="s66"/> <Cell ss:StyleID="s66"/> <Cell ss:StyleID="s66"/> <Cell ss:StyleID="s66"/> <Cell ss:StyleID="s66"/> <Cell><Data ss:Type="Number">1</Data></Cell> <Cell><Data ss:Type="Number">1</Data></Cell> <Cell><Data ss:Type="Number">1</Data></Cell> <Cell><Data ss:Type="Number">1</Data></Cell> <Cell ss:StyleID="s66"/> <Cell ss:StyleID="s66"/> <Cell ss:StyleID="s66"/> <Cell ss:StyleID="s66"/> <Cell ss:StyleID="s66"/> <Cell ss:StyleID="s66"/> </Row> <Row> <Cell><Data ss:Type="String">Caesan_Weaponsergeant_Defensive</Data></Cell> <Cell ss:Index="12"><Data ss:Type="Number">1</Data></Cell> <Cell><Data ss:Type="Number">1</Data></Cell> <Cell><Data ss:Type="Number">1</Data></Cell> <Cell><Data ss:Type="Number">1</Data></Cell> </Row> <Row> <Cell><Data ss:Type="String">Caesan_navigator_Defensive</Data></Cell> <Cell ss:Index="12"><Data ss:Type="Number">1</Data></Cell> <Cell><Data ss:Type="Number">1</Data></Cell> <Cell><Data ss:Type="Number">1</Data></Cell> <Cell><Data ss:Type="Number">1</Data></Cell> </Row> <Row> <Cell><Data ss:Type="String">Caesan_NonCombatant_Passive</Data></Cell> <Cell ss:Index="12"><Data ss:Type="Number">1</Data></Cell> <Cell><Data ss:Type="Number">1</Data></Cell> <Cell><Data ss:Type="Number">1</Data></Cell> <Cell><Data ss:Type="Number">1</Data></Cell> </Row> Still not working! it wont replace the aliens on the LIghtScout UFO (the first i crash down), its just using the regular aliens, and the game wont crash so i know its not activating for some reason. Can anybody plz help?? PS- im doing this mod using X:CE v0.34 if that counts for something....
  6. 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?
  7. 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
  8. 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?
  9. 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
  10. moddding this game, in general is not hard, take time but not hard at all, in 1week i learned like 50%of the code (excecpt the core of course, that nobody touches anyway lol what is this other mod about?
  11. hey man how u made the beams? i cant figger it out how those coordinates work also i cant find the previous post, do i have your permission to use that xenomorph on my mod? thanks!
  12. i cant find tutorials to 1)add new aircrafts, there are some coordinates there i cant understand. 2) how to make a energy BEAM ? i saw the ones from the X-Division mod but i cant figger how he did it, projectiles are cool but i really want to add some beam weapons. Thanks!
  13. yes a program or any method at all that does not involve 3d modelling, i really want to put new aliens on my mod, X-Division put the Xenomorph from aliens and they did a good job. i will loook this program thanks! i was wandering if its possible to just take a image and edit and edit on photoshop too, also is there a link people upload their new units to people use on mods?
  14. hum but i got all the 96 images here, why i cant copy and paste a 2D picture of a alien there and make each position with photoshop? make a animated alien on 3dmax is way to much for me... the pictures might be made from a 3d model but there is nothing of 3d on this game at all so its possible to make the way i said? or is there a program for that?
  15. 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?
  16. yes u can, on the Xenopedia file: <Row ss:AutoFitHeight="0" ss:Height="165.75"> <Cell ss:StyleID="s72"><Data ss:Type="String">Researches.neutronweapons</Data></Cell> <Cell ss:StyleID="s72"><Data ss:Type="String">Neutron Weapons</Data></Cell> <--- CHANGE THIS TO WTV U WANT <Cell ss:StyleID="s72"><Data ss:Type="String">xenopediaimages/neutronweapons</Data></Cell> <Cell ss:StyleID="s72"><Data ss:Type="String">Xenonaut Weapons</Data></Cell> <Cell ss:StyleID="s72"><Data ss:Type="String">WEP</Data></Cell> <Cell ss:StyleID="s72"><Data ss:Type="String">Neutron Weapons.</Data></Cell> </Row>
  17. nvm that i found the problem, as u can see thereis no MODMERGE 'insert' argument on the ammo so the game wont understand its a add EDIT - FIXED
  18. Hello to all! What is Phil´s Spectres? Im doing my mod here and i was wandering if there is a programm to make automatic new images for the soldiers carrying the weapons, and i read something about this on a tread, but it wont say what it is nor how to get it. I wander this because re-draw each image to make, for example, a lightsaber appear on the soldier hands would be nuts, and would take like days. So i was wandering if people who do new weapons just use the existing images?
  19. hey sorry for all those posts, i guess u are out of hollydays or something anyway im doing this mod, i got like 20 new weapons already and new researches/manufacts, new portraits, new nations (with flags and new names), its going at a good speed. But im kinda far yet of doing my own aliens, (new units) and i freaking love your xenomorph, that movie and this game are the best game/movie respec for me man, anyways, i was wandering if i can use your xenomorph model on my mod, i like the way it moves and i will add my own xenomorph in any case and i dont want to waste time and make a worst one, so can i use it?? (i give u credit for sure !)
  20. Sorry for the last post, i will post only relevant part of the code i guess: My STRING files: <Row ss:AutoFitHeight="0" ss:Height="255"> <Cell><Data ss:Type="String">weapon.magnum</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell><Data ss:Type="String">S&W Magnum</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> </Row> <Row ss:AutoFitHeight="0" ss:Height="255"> <Cell><Data ss:Type="String">ammo.ballistic.magnum</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell><Data ss:Type="String">44 Rounds</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> </Row> <Row ss:AutoFitHeight="0"> <Cell><Data ss:Type="String">weapon.magnum.desc</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s63"><Data ss:Type="String"><font face="fonts/arial.mvec"\><b>S&W Magnum 44:</b> The .44 Magnum is based on a lengthened .44 Special case, loaded to higher pressures for greater velocity (and thus, energy). Range: 12 Damage: 40 Kinetic Suppression: 20 Single Mitigation: 0 Ammo Capacity: 6 shots Reaction Modifier: 1.5x Fire Modes: - 30%% TU 50 Acc x 1 shot - 45%% TU 85 Acc x 1 shot</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> </Row> WEAPONS file: <Row ss:AutoFitHeight="0"> <Cell ss:StyleID="s62"><Data ss:Type="String">name</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s62"><Data ss:Type="String">stockTextureName</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s62"><Data ss:Type="String">dragTextureName</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s62"><Data ss:Type="String">type</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s62"><Data ss:Type="String">twoHanded</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s62"><Data ss:Type="String">damage</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s62"><Data ss:Type="String">range</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s62"><Data ss:Type="String">clipsize</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s62"><Data ss:Type="String">accuracy</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s62"><Data ss:Type="String">weight</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s62"><Data ss:Type="String">slotsizex</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s62"><Data ss:Type="String">slotsizey</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s62"><Data ss:Type="String">ammo</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s62"><Data ss:Type="String">reloadCost</Data></Cell> <Cell ss:StyleID="s62"><Data ss:Type="String">reloadSound</Data></Cell> <Cell ss:StyleID="s63"><Data ss:Type="String">inventoryCategory</Data></Cell> <Cell ss:StyleID="s64"><Data ss:Type="String">isBigGun</Data></Cell> </Row> <Row ss:AutoFitHeight="0"> <Cell ss:StyleID="s65"><Data ss:Type="String">weapon.magnum</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s65"><Data ss:Type="String">weapons/ballistic/magnum</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s65"><Data ss:Type="String">weapons/ballistic/magnum</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s65"><Data ss:Type="String">ballistic</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s66"><Data ss:Type="Boolean">0</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s66"><Data ss:Type="Number">40</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s66"><Data ss:Type="Number">12</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s66"><Data ss:Type="Number">6</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s66"><Data ss:Type="Number">0.9</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s66"><Data ss:Type="Number">4</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s66"><Data ss:Type="Number">3</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s66"><Data ss:Type="Number">2</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s65"><Data ss:Type="String">ammo.ballistic.magnum</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s66"><Data ss:Type="Number">20</Data></Cell> <Cell ss:Index="16"><Data ss:Type="String">Ballistics</Data></Cell> </Row> WEAPONS CG file: <?xml version="1.0" encoding="UTF-8" standalone="yes"?> <Weapons> <Weapon MODMERGEATTRIBUTE="name" MODMERGE="insert" name="weapon.magnum" bulletType="normal" emptySound="Empty Click 1"> <props range="12" hands="1" recoil="0" weight="3" isHeavy="0" clipSize="6" reloadAPCost="25" reloadSound="Weapon Pistol Reload" reactionModifier="1.5" /> <SingleShot sound="Weapon Magnum Single" delay="0.4" suppressionValue="20" suppressionRadius="1"> <Set1 ap="30" accuracy="50" /> <Set2 ap="45" accuracy="85" /> </SingleShot> <BurstFire/> <GUIImage name="weapons/ballistic/magnum.png"/> <GroundImage name="grounditemimages/ballistic_pistol.png"/> <Ammos> <Ammo name="ammo.ballistic.magnum" type="kinetic" damage="40" mitigation="0"> <Projectile spectre="projectiles/bullet/bullet" speed="1500" showAfterDistance="60.0" /> <Impact spectre="particles/bulletplume/bulletplume"/> </Ammo> </Ammos> </Weapon> </Weapons> When i replace the bold code 'magnum' with 'pistol' it work ok with the vanilla pistol clip image, i just cant put the new image, its odd since i did with the gun lol, can anybody plz help? this would help me a lot i plan to give this mod free later
  21. My ITEMS File: <?xml version="1.0"?> <?mso-application progid="Excel.Sheet"?> <Workbook xmlns="urn:schemas-microsoft-com:office:spreadsheet" xmlns:o="urn:schemas-microsoft-com:office:office" xmlns:x="urn:schemas-microsoft-com:office:excel" xmlns:ss="urn:schemas-microsoft-com:office:spreadsheet" xmlns:html="http://www.w3.org/TR/REC-html40"> <DocumentProperties xmlns="urn:schemas-microsoft-com:office:office"> <LastAuthor>John</LastAuthor> <LastSaved>2014-02-17T20:29:51Z</LastSaved> <Version>12.00</Version> </DocumentProperties> <OfficeDocumentSettings xmlns="urn:schemas-microsoft-com:office:office"> <DownloadComponents/> <LocationOfComponents HRef="/"/> </OfficeDocumentSettings> <ExcelWorkbook xmlns="urn:schemas-microsoft-com:office:excel"> <WindowHeight>4605</WindowHeight> <WindowWidth>14355</WindowWidth> <WindowTopX>360</WindowTopX> <WindowTopY>195</WindowTopY> <RefModeR1C1/> <ProtectStructure>False</ProtectStructure> <ProtectWindows>False</ProtectWindows> </ExcelWorkbook> <Styles> <Style ss:ID="Default" ss:Name="Normal"> <Alignment ss:Vertical="Bottom"/> <Borders/> <Font ss:FontName="Arial" x:Family="Swiss"/> <Interior/> <NumberFormat/> <Protection/> </Style> <Style ss:ID="s62" ss:Name="Normal 2"> <Alignment ss:Vertical="Bottom"/> <Borders/> <Interior/> <NumberFormat/> <Protection/> </Style> <Style ss:ID="s63" ss:Name="Normal 2 2"> <Alignment ss:Vertical="Bottom"/> <Borders/> <Font ss:FontName="Arial" x:Family="Swiss"/> <Interior/> <NumberFormat/> <Protection/> </Style> <Style ss:ID="s64" ss:Name="Normal_Sheet1"> <Alignment ss:Vertical="Bottom"/> <Borders/> <Font ss:FontName="Arial" x:Family="Swiss"/> <Interior/> <NumberFormat/> <Protection/> </Style> <Style ss:ID="s65"> <Borders/> </Style> <Style ss:ID="s66"> <Alignment ss:Horizontal="Center" ss:Vertical="Center"/> <Borders> <Border ss:Position="Bottom" ss:LineStyle="Continuous" ss:Weight="3"/> <Border ss:Position="Left" ss:LineStyle="Continuous" ss:Weight="3"/> <Border ss:Position="Right" ss:LineStyle="Continuous" ss:Weight="3"/> <Border ss:Position="Top" ss:LineStyle="Continuous" ss:Weight="3"/> </Borders> <Interior ss:Color="#C0C0C0" ss:Pattern="Solid"/> </Style> <Style ss:ID="s67"> <Alignment ss:Horizontal="Center" ss:Vertical="Center"/> <Borders> <Border ss:Position="Bottom" ss:LineStyle="Continuous" ss:Weight="3"/> <Border ss:Position="Left" ss:LineStyle="Continuous" ss:Weight="3"/> <Border ss:Position="Right" ss:LineStyle="Continuous" ss:Weight="3"/> <Border ss:Position="Top" ss:LineStyle="Continuous" ss:Weight="3"/> </Borders> <Font ss:FontName="Arial" x:CharSet="238" x:Family="Swiss"/> <Interior ss:Color="#C0C0C0" ss:Pattern="Solid"/> </Style> <Style ss:ID="s69" ss:Parent="s64"> <Font ss:FontName="Arial" x:Family="Swiss"/> <Interior/> <NumberFormat ss:Format="@"/> </Style> <Style ss:ID="s70" ss:Parent="s64"> <Interior/> <NumberFormat ss:Format="@"/> </Style> <Style ss:ID="s71"> <Protection ss:Protected="0"/> </Style> <Style ss:ID="s72"> <Borders/> <Interior/> 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ss:Width="258"/> <Column ss:AutoFitWidth="0" ss:Width="150"/> <Column ss:Width="69"/> <Row ss:AutoFitHeight="0" ss:Height="14.25" ss:StyleID="s65"> <Cell ss:StyleID="s66"><Data ss:Type="String">Name</Data></Cell> <Cell ss:StyleID="s66"><Data ss:Type="String">Sell value</Data></Cell> <Cell ss:StyleID="s66"><Data ss:Type="String">Alenium value</Data></Cell> <Cell ss:StyleID="s67"><Data ss:Type="String">Type</Data></Cell> <Cell ss:StyleID="s67"><Data ss:Type="String">Image</Data></Cell> <Cell ss:StyleID="s66"><Data ss:Type="String">DestroyText</Data></Cell> <Cell ss:StyleID="s80"><Data ss:Type="String">Storage space</Data></Cell> </Row> <Row ss:AutoFitHeight="0"> <Cell ss:StyleID="s70"><Data ss:Type="String">weapon.magnum</Data></Cell> <Cell><Data ss:Type="Number">0</Data></Cell> <Cell><Data ss:Type="Number">0</Data></Cell> <Cell ss:Index="4"><Data ss:Type="String">Unlimited</Data></Cell> <Cell><Data ss:Type="String">weapons/airplane/rocket</Data></Cell> <Cell ss:StyleID="s65"><Data 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  22. Hey guys! Im using 1.51 Xenonauts with X:CE 0.34, I´m doing a mod, my first try, im trying to add a new weapon with sounds, today finally sucess! But for some dark reason, i cant add the ammo new .png lol i know must be something basic but i cant figger it out : Ok so the ammo file is a .png, its 103x103, i think its all good here, the name is magnum_ammo (weapons/ballistic folder) This is my AMMO file: <?xml version="1.0" encoding="UTF-8" standalone="yes" ?> <Ammos xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"> <Ammo name="ammo.ballistic.magnum"> <stockTextureName>weapons/ballistic/magnum_ammo</stockTextureName> <dragTextureName>weapons/ballistic/magnum_ammo</dragTextureName> <slotsizex>1</slotsizex> <slotsizey>1</slotsizey> <weight>1</weight> </Ammo> </Ammos>
  23. dude plz help us here, how to defeat dreadnaugh and to get MAG weapons (last tier) ? i´ve tried even change the Dreadnaugh data on the airplanes file even so i cant defeat them! why it does not work? i change his values like armor, HP and stuff to almost nothing there and still they wont die also plz let me know witch of the 4 files of Reasearch you use so i can figger how to get MAG, im stuck here for 1 week
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