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odizzido

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Posts posted by odizzido

  1. Yeah. In the game you have the research requirements like collect X number of items for the first one to give laser tech like normal.

    Then for the next experimental part if I get what you're saying you can research it six times, with 6-8 total at the end, out of like 15. I don't know what language you can use, but I would do something like the following

    create a list of 1-15 MK2 weapons

    MK2 research available when you have MK1 lasers

    MK2, second time research, is available when you finish MK2 research

    MK2, third time research, is available when you finish MK2 second time research

    etc

    While false

    x = random (1, 15)

    if MK2weapon.x is not researched, true

    return mk2weapon.x

    Then MK3 has dependencies so

    while false

    random x = (1, 15)

    if MK3weapon.x IS NOT researched and MK2weapon.x IS researched, true

    return mk3weapon.x

    It's a bit crude but I don't think anyone would get stuck in an endless loop and it should work.

    edit--------

    I have no idea how you're going to pass the variables between the script and the game though. That's the hard part to me

  2. Oh one thing I want to mention. I moved to xeno 1.59 and CE 0.33 HF2 as well as the latest HF for x-division. I have been crashing more. Three times yesterday...once in a ground mission, once on the equip screen....and the other was because of a vehicle....possibly because it was missing assets or something but I am not sure. I am going to check which one it was and see if I can figure it out.

  3. - With this hotfix you should able to use this mod with 1.5* and CE 0.33+

    Cool. Downloading 1.59 now and will get CE33 as well. Will start a new game with the balance files as well.

    So I haven't been playing as much for the last few days but I did find/fix a couple more graphics issues I ran into.

    All previous fixes

    advanced baton/assault shield graphics fix for basic armour

    advanced baton/assault shield graphics fix for direwolf armour

    advanced baton/assault shield graphics fix for sentinel armour

    advanced baton fix for sentinel armour

    electrogun/assault shield/basic armour graphics fix

    direwolf armour correctly shown when equiping an AP laser sniper

    The ladies now get the cooler looking sentinel armour as well(I assume this is wanted?)

    https://drive.google.com/file/d/0B-s2-DOMcp7FaTZpTG0zT0FxWlE/view?usp=sharing

  4. very cool :) I will keep doing my little fixes for now as I play 0.98....don't want to commit to anything more ATM because I have another mod I will be working on once misery 2.2 releases.

    I have a few more I will upload later. Will hold off till I am done playing for the day incase I run into anything else. BTW I haven't seen an invis xenomorph for quite a while now.....I may have gotten them all.

  5. Fixing stuff as I run into it. Here's what is in this patch:

    All previous fixes

    Applied assault shield/baton graphics/animations for assault shield/advanced baton soldiers using jackal and wolf armour

    Fixed three more invis xeno stalker/drone/rogue situations

    Fixed jackal armour switching to buzzard when using electro pistol with an assault shield

    https://drive.google.com/file/d/0B-s2-DOMcp7FM09xczNyWjEtSjA/view?usp=sharing

  6. I read that you're not happy with how things are with weapon balance.....which is good because I use nothing but sniper rifles and shields/batons:P

    I have some experience with balancing weapons and I have some ideas about what I would do to make the other weapons useful. I have a quick question though so I don't spend a ton of time looking around, what files are used for weapon stats? I know about weapons.xml but that doesn't seem to have the mitigation stat unless I am blind?

    edit---------

    n/m found it in weapons_gc.xml

    edit2------

    These files don't make sense to me....in weapons_gc.xml weapon.pistol has 30 damage but in weapons.xml is has 20....

  7. I found another instance of the xeno warrior that is invis. I will look into it and see if I can get a fix for this one as well

    edit-------

    Found the problem...there is a typo in the idle_s.xml file as well. I corrected it and added the file to the rar

    https://drive.google.com/file/d/0B-s2-DOMcp7FdllYQmdqTU8tN1U/view?usp=sharing

    I will keep playing and try to fix any bugs I run into.....so far I've only encountered the invisible alien though. You've made some good progress since the last time I played it's really cool.

    edit2-------------

    I assume you know about the problem with soldiers when they're holding an assault shield+advanced shock baton and the graphic showing them unarmed? Is this fixed for 0.99 or should I take a poke at that as well?

    edit3------------

    K so I found out the xenomorph drone also has an invis issue with I think it was the west direction. I forgot to save at that point so I could make/test a patch for it though. I will try to remember next time I see it so I can post a fix.

  8. Hey

    You can safely play the mod with 1.59 and 0.33 CE.. for short with the final versions both game and CE edition. BUT you xdivision should be on top and you should activate only XCE, settings,balance and map additions. No other mods are allowed to use with xdivision. Some balance mods could work with it but i cant guarantee.

    Only one xenomoprh is invisible (the standing one) which nobody knows the reason.

    Hello...back from the dead. Are you talking about the xenomorph warrior? He is invis on my install under certain conditions.

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