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dJm

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  1. That fixed the impassible damaged windows problem! though, I still have to set the default state to vaultable. looks like the door function overrides the pathscore value#also tried this on a door by setting the path score to 0 and set to uncrushable#. but as far as the mod goes, I should be able to finish it now. going to start fresh and upload when I'm finished. sorry for the double post.
  2. Ah ok, for some reason I thought pathscore was the action points needed to traverse that tile. I'll give that a try gauddlike, thanks again.
  3. ----should have read your post better---- if you really want mess around with the stats, your best bet is the gameconfig.xml. just search for "<soldierDevelopment>". it's not a instant fix, but you'll be able to 100% all your soldiers relatively fast.
  4. Thanks for the replies, The reason the default state is set to vaultable is because without that flag characters just walk through the initial window tile like a door. so that was the only way I could keep that from happening. are the "damaged state" ones your refering the _damaged.xml generated after game is loaded? I'm pretty sure I've edited the ones in the normal spectres drop down [See screen shot]. what are the _damaged.xml/_destoryed.xml/_open.xml files for? they seem to be generated after the game is launched and appear to be set passable by default. just guessing here, but are they the spectres that effect how the npcs interact with that tile or are they what the tile turns into after it's initial state has changed? I've tried to edit those xml files too, but they didn't seem to effect much and sometimes during the npc's turn they crashed the game if I set them to vaultable.*I guess from civilians trying to use a vaulting animation when they don't have one?* Update:Check the first post.
  5. {I will periodically update this first post} Short Demonstration video UPDATE: download 0.2 Fixed alot of stupid errors on my part. the files uploaded were my test batch, so alot of them were kinda broken, I apologize for that. Problem: You can vault through windows as long as they're not broken. if you shoot a window before trying to vault through it, the window becomes impassable. I've went over the spectres many times and T&Eed just about everything I could, but to no avail. update:Strangely enough, you can vault through broken windows as long as it's from the inside#will need further testing#. notes: Back up your "assets\tiles\industrial and assets\tiles\Farm" folders. You'll have to start a new game for vaulting to work. The sprites included are more focused on graphic representation then detail. some windows will open in strange ways. Clipping issues are present Any help will be greatly appreciated, I do plan to finish this. Well, enjoy
  6. I'm glad you told me about the submap editor. you've just saved me alot of time and effort. Also that tutorial helped immensely, thanks . I've already got most of the windows done(including window_open sprites for each) and will probably post the mod when it's done. thanks again for your help.
  7. That's completely understandable, As long as I can mod it in myself I'll be more then happy . though, from the little test I made, it didn't look too bad(definitely not a game stopper for me.) but I made the request under the assumption that vaulting functionality was hard coded. @Gauddlike:Thanks for the info Gauddlike,sounds easy enough. though I looked for quite sometime last night and couldn't find the lua/xml file that handled the ground combat props. could you kindly point me in the right direction?
  8. I searched for this and nothing came up so... Crawling through windows: basically my ideal would be to make windows kinda like barriers, where you can jump over them. I think the only extra thing needed would be a code check on whether or not the window has been destroyed. should be a pretty easy to add feature and also makes sense. why do I have to walk 20 grids to the door when I can just jump through this broken window* I guess the best way to balance it out would be to make it require a fairly decent amount of action points. how does anyone else feel about this?
  9. Hmm, that's kinda strange. try letting desura verify your files and see if that fixes it. for me, Desura keeps my copy up-to-date and hasn't really given me much trouble so far. unfortunately, you'll have to keep looking at "the work around thread" for in between patch fixes. I do agree that there should be a locked sticky that's periodically edited listing all the fixes per version. this would help clean up alot of the double posting/bug reports we got on the forums.
  10. Hmm your probably right, but I think it's a bit too soon to be talking about the "official community expansion pack" before the game has even reached beta stage lol. not bashing the ideal, but alot can change from alpha to beta. I guess it wouldn't hurt to setup a mod repository of some kind though. some of them have voting systems built in too, so that would help sort out the most popular mods. but it's just way to early to be thinking of expansion packs. the community is still growing and It may just be wiser to wait until the game is near released/late beta before discussing this. Also by then the community will probably be much bigger and there will be a much larger assortment of mods to choose from.
  11. BSD License My legalese isn't the best, but I guess it really depends on xenonauts' license. Most other games tell you what you can and can't do with your mods, so you'll have to base your license around those restrictions. I think bsd would work, as long as it doesn't contain any data/media from Xenonauts.*where is Xenonauts' license information anyway? Can't find it anywhere.* plus keeping it as a mod would draw more people to the forums, which is always a good thing.
  12. Q. Will there be multiplayer functionality? A. No. We’d have liked to, but unfortunately we don’t have the time or budget to make it a reality. Taken from the F.A.Q sticky right above your post
  13. Lol, yeah I was in "wall of text" mode yesterday, sorry about that. I'm not disputing that Xcom:eu on it's own right won't be a good game*I think it will be a great game*. but when you make a sequel to a series and not to mention name the sequel pretty much like one of the previous installments, your asking for the two to be compared.*and also getting the old fan base excited* Xcom:eu still has alot of xcom in it, but it just lacks the parts I really liked about the original(gameplay wise). heh, not going to lynch anyone, sorry if I came of that way. I respect other people's opinions and my post were purely my view on why I felt "meh" about the game and why I think they should've kept somethings in it . Yeah, there has been a serious lack of games in other genres besides F-Tps, MMOs and ARPGs. that's pretty much why I haven't bought more then 3 games over the last 5 or so years. I don't hate said genres, it's just I don't play games that often, *puts on Most Interesting Man in the World beard* but when I do, I like my games to be more then 2 hour, $60 throw away movies. @Langy: yeah the maps do seem pretty small to me too. but with a smaller squad size, I think they kinda had to down scale a lot of the combat overall. which isn't a bad thing per say. look at silent storm, it had some pretty small maps. but was still pretty good.
  14. your correct . sorry soloA, probably my affection for captain picard and severe fail on multitasking caused the mix up. -i'll edit it avoid mix ups-
  15. Yeah the same thing happened to me some time after I took that screen shot.(red van and everything) lol kinda got upset seeing a lazer fly through the entire van and smash my fairly high ranked "room sweeper" in the face. I now only stick to things that have the green cover indicator on them.
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