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Files at rghost don't live long. If you think you need it you can take it here: http://www.mediafire.com/file/0jvqrnraj175731/creepers.7z
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Sub-maps now can be made little differently but I think old will be still working as is only need to adapt to new foldier structure. Old maps is not working at all, because different format. I'm not test it enough to be sure, but this is what I see from quick glance and Chris said earlier about no backward compatiblity. All maps from this list is now obsolete. And what I want to say about his update - {I'm little upset by} + {Chris so much does not like random and so much want to control everything}(don't sure how to form this sentence). Yes, it's also add possibilities of realy complicated random things too, but mostly intended to be even more static and predefined then previous structure. Even beautiful and carefully placed with use of hundred metrics will be more predictable and boring in long term then total mess. 10th ufo:eu barns is still more interesting than 10th xcom:eu fontain, at first it will be opposite but in long term it is like this, at least for me.
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Not need to repurpose something(and jump jet mechanic is much less fit this role - it is arc moving), all is needed is "stairs" without walk animation(it will be absolutly like in old one then ) but as it is now is fine too(it is not) as I said - it can be any two points at any levels, is it will be vertical\horizontal\diagonal moving is not matter: (but moving must be at least slightly diagonal, you can't just change levels or it will crash). And you already can to define how many aps moving by "stairs" will cost. If you think about actual elevator than it must be cabin, you call it, it change position with you and unit in starting position can't transport before it will be called back - this is impossible currently and don't think will be implemented. For all other "stairs" is already work : Not already, but can be easly fixed(need to add checkbox "no anim" and look in code what is make it crash) It's really to get "old style grav transpoters" but not real lifts Ap requment is not reproduce it. You need turns delay for calling cabin\moving in cabin or unit with enough APs will be transported immediately but unit who stay with him but have not enough aps will not. With ap req it will be "viscous medium", not elevator dealy. Chris will use "teleport" for ufos
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You also could see train cart ladders and some climbable things in jungles Currently we have two types of "transporters" Teleport - immediately transport between two any points (submap properties). AP cost is defined in config and fixed stairs - animated moving(walking animation) by straight line between any two points with adjustable AP requirement(sprite properties). But moving must be at least slightly diagonal What you cant to make is moving with your soldiers elevator(and don't think it will be changed). Anything from eu94\apoc already possible(only not sure about to transport vehicles(ferret), I think it's not possible currently) but if we use "stairs" it will looks like soldier "walks" in\on something, not transported. I'm not right. How sprite of elevator looks is not matter(is this ladder or beam, or painted on the floor arrow)
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Glad you tried it. To have 2-3 is more "funny" because of "strange gas".
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I think you can't to predefine Chris want to add this feature but still not But you can change equipment by gc_editor ingame (U hotkey)
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- load out
- quick battle
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Queen addon http://rghost.ru/42610526 Glitchy. Just for fun.
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Messing about with the HeavyWeaponMovePenalty function
zzz1010 replied to Max_Caine's topic in Modding Discussion
Can't understand point of this topic. Obviously this variable is multiplier somewhere in accuracy formula. 93*0.7 = 65 Well, yes, it rounds down. -
don't take it too serious, no one will never know anyway. More easy just to delete my post. It's nice picture. Like the pose of iron man in middle and how he walk on the corpses. cold and powerful Great explanation
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Some nitpicking Station on picture is not Arbatskaya And uniform of left guy is not real
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Accurate representations of real world military equipment
zzz1010 replied to shabowie's topic in Xenonauts General Discussion
A3 is already full auto. In every specification it is usualy "700 - 950 rounds per minute"