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WarpObscura

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Everything posted by WarpObscura

  1. 'course I did. Unless... hmm... do I need to deselect the mod, run once, then reselect every time a version change happens?
  2. Huh. Seems that the problem was that the game didn't recognise my mod. Is modding using the My Documents\Xenonauts\modding\<mod name here> method disabled now?
  3. Huh. So which other parts of the weapons.xml and weapons_gc.xml would I have to touch? I already have <Weapon name="weapon.rocketlauncher" bulletType="rocket" emptySound="Empty Click 1"> <props range="40" hands="2" recoil="60" weight="12.5" isHeavy="1" clipSize="2" reloadAPCost="25" reloadSound="Weapon Rocket Launcher Reload" reactionModifier="0.5"/> <SingleShot sound="Weapon Rocketlauncher Single" delay="1.2" suppressionValue="40" suppressionRadius="5"> <Set1 ap="24" accuracy="75" /> <Set2 ap="28" accuracy="90" /> </SingleShot> <BurstFire/> <GUIImage name="gui/weapons/RocketLauncher.png"/> <GroundImage name="grounditemimages/rocketlauncher.png"/> <Ammos> <Ammo name="weapon.rocket.frag" type="kinetic" damage="90" stunDamage="90" mitigation="0"> <Projectile spectre="projectiles/rocket" speed="1200"/> <Impact spectre="particles/explosion/explosion" radius="3" sound="Weapon Rocketlauncher Explosion" fireChance="0" smokeChance="0" gasType="RocketFragSmoke" /> </Ammo> <Ammo name="weapon.rocket.AP" type="kinetic" damage="120" stunDamage="0" mitigation="60" isHypervelocity="1"> <Projectile spectre="projectiles/rocket" speed="1200"/> <Impact spectre="projectiles/robbanas/explode" radius="1" sound="Weapon Rocketlauncher Explosion" fireChance="0" smokeChance="0" gasType="RocketFragSmoke" /> </Ammo> <Ammo name="weapon.rocket.incendiary" type="kinetic" damage="50" stunDamage="20" mitigation="0"> <Projectile spectre="projectiles/rocket" speed="1200"/> <Impact spectre="projectiles/robbanas/explode" radius="3.1" sound="Weapon Rocketlauncher Explosion" fireChance="50" smokeChance="50" gasType="RocketFragSmoke" /> </Ammo> <Ammo name="weapon.rocket.stun" type="kinetic" damage="10" stunDamage="50" mitigation="0"> <Projectile spectre="projectiles/rocket" speed="1200"/> <Impact spectre="projectiles/robbanas/explode" radius="3.1" sound="Weapon Rocketlauncher Explosion" fireChance="0" smokeChance="50" gasType="StunGas" /> </Ammo> <Ammo name="weapon.rocket.plasma" type="kinetic" damage="50" stunDamage="20" mitigation="0"> <Projectile spectre="projectiles/rocket" speed="1200"/> <Impact spectre="projectiles/robbanas/explode" radius="3.1" sound="Weapon Rocketlauncher Explosion" fireChance="50" smokeChance="0" gasType="RocketFragSmoke" /> </Ammo> <Ammo name="weapon.rocket.hyper" type="kinetic" damage="150" stunDamage="30" mitigation="100"> <Projectile spectre="projectiles/rocket" speed="2400"/> <Impact spectre="projectiles/robbanas/explode" radius="3.1" sound="Weapon Rocketlauncher Explosion" fireChance="50" smokeChance="50" gasType="RocketFragSmoke" /> </Ammo> </Ammos></Weapon>
  4. I tried to increase the magazine size of the rocket launcher, but it doesn't seem to be reflecting properly in GC. What could I have missed?
  5. I kept having problems getting 13.2 through the Desura client, so I got the DDL off http://www.desura.com/games/xenonauts/download. However, assets\units\alien\sebillian\warrior\weapon.AlienPlasmaPistol\, assets\units\friendlyaitroops\farm\weapon.shotgun\, assets\units\friendlyaitroops\industrial\weapon.laserrifle\, assets\units\friendlyaitroops\industrial\weapon.machinegun\, assets\units\friendlyaitroops\industrial\weapon.rocketlauncher\, assets\units\friendlyaitroops\industrial\weapon.scatterlaser\, assets\units\friendlyaitroops\town\weapon.laserrifle\, assets\units\friendlyaitroops\town\weapon.machinegun\, assets\units\friendlyaitroops\town\weapon.rocketlauncher\, assets\units\friendlyaitroops\town\weapon.scatterlaser\ and assets\units\xenovehicles\ferret\Ferret_scatterlaser\ are empty folders. Are they supposed to still be? (EDIT: The post is bizarrely splitting up the directory paths.)
  6. No problem. It disappeared while en route, so the prompt came up for the Chinook to go to last known position. When it reached there, I could click on the crash site. However, it kept asking me to scramble interceptors. The Chinook also refused to land.
  7. Well, it's not the re-intercept so much that's the problem as the Chinook refusing to land my troops.
  8. Barely started a new game. Played around with base layout, troop loadouts. UFO appeared, I sent two F-17s to intercept it and they brought it down but went bingo fuel in the process, so they had to RTB immediately afterwards. I sent the Chinook out to the crash site, but after a while the site disappeared from radar so the Chinook had to go to last known position. However, even when it reached it refused to land the troops. When I clicked on the site again it told me to send interceptors, but my F-17s refused to take off too. Oh, and after repeatedly trying and failing to send the interceptors, it CTD'd too. Which lead straight to the loading saves crashes the game bug too. And I get 404'd when trying to attach the save.
  9. Hello all. Fresh meat for the grinder, I am.
  10. I have the same problem. Loading a save with a crashed UFO crashes my game too. In addition, the Chinook just patrolled the crashsite and didn't land troops.
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