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  1. Here are a preview of the final female Basic and Jackal armour: Faces that fit in these figures will come later.
  2. Made this mod for personal use, but sharing is caring and all that so. The aim of the mod is simple: it changes the black water to a dark blue color in Geoscape view. Screenies: Installation: -Back up the geoscape .PNG files found in [Xenonauts install folder]/assets/earth (the ones starting with 8184) -Drop the files to [Xenonauts install folder]/assets/earth overwrite if prompted Link: http://www.mediafire.com/?9sapm6ajm1qsqpz NOTE: This was just a quick and dirty re-coloring, so there may or may not be areas where the dark blue has bled to areas where there shouldn't be any. Though, I've played for 20-30min with this and didn't notice anything major.
  3. Is it possible to mod in a globe instead of the default map? Or maybe a different map, like I'm defending a futuristic Mars or some sort of ant colony.
  4. I've added Australian and New Zealand soldiers to the available nationalities. They should show up fairly regularly, Aussie and Kiwi soldiers were pretty experienced troops in the 70's with all the little wars in SE Asia so it figures that some would become Xenonauts. Unzip into the assets folder. Back up soldiernames.xml and strings.xml first though. UPDATE: I've changed the combat experience for the anzacs to Malaya, Borneo and Vietnam. I've also split the Germans into East and West to give it a real Cold War flavour. The West German regiments are GSG 9 (A counter-terrorist unit. Also gives a chance for combat experience in Mogadishu, where they stormed a hijacked plane in 1977), FSLK200 (A long range recon unit), and the 26th Fallschirmjager Brigade. The East German units are unchanged but they have a chance for some combat experience in Angola and Congo, where they were pretty active in the '60s and '70s as advisors. (Banner courtesy of Wolfy)
  5. Hello, for the beginning i suppose the game will be only available in english language. But is there a chance that we get a german language update later ? Or is it maybe possible for german fans to translate the game in german themselves and provide a german patch for the game ? Thats because my english is not the best, and i think in the game will be many words (in the research for example) which i will not understand... Greets, Mac
  6. Hey all, I was inspired by Pinetree's excellent ANZAC soldiers mod to add a bit more soldier background diversity to the game myself. I settled on Israeli soldiers, as given the high level of day-to-day conflict in the Middle East, the fact that the Yom Kippur War is a relatively recent historical event in the Xenonauts setting, and Israel's close ties with the US, I figured that they would be a logical choice for inclusion into Earth's finest. They'll pop up at about the same rate as Japanese soldiers. This mod adds in Israeli as a usable background for Xenonaut soldiers, with Shayetet 13 (a naval commando unit which specializes in things such as boarding actions, thus making them a logical choice for UFO breaching operations) and the Golani Brigade (a notable Israeli infantry brigade) as potential units of recruitment, with the Yom Kippur War as combat experience. However, this mod can still be polished some more, and I could use some help. I'm not very knowledgeable about the Israeli military; the above changes are based solely upon some research I've done. If I am incorrect anywhere, I'd love for somebody to let me know. Also, I'm not very familiar with Jewish naming conventions; as such, I used a random name generator to create the soldiers' names, though I plan on going back and doing more in-depth name research when Wikipedia's back up. In any case, if anyone reading this knows something about common Jewish names, please share so I can change the given names of the soldiers in order to more accurately reflect Israeli traditions. Installation To install the mod, simply extract the attached .zip archive containing soldiernames.xml and strings.xml into your desura/common/xenonauts/assets directory. Be sure to back up your own soldiernames.xml and strings.xml first! israelisoldiers.zip israelisoldiers.zip
  7. All male/all female soldiers Batch scripts in case you are too lazy to copy and paste the files yourself Actually might be easier to just backup the existing file/folder then copy/paste and delete/rename in Explorer Save the text as a batch (.bat) file and Run from xenonauts folder. All male AKA XYnonauts or "Sausagefest" if you like: REM Backup files/folders then copy soldiernames.xml to soldiernamesfemale.xml and copy soldierimages REM folder (and all subfolders) to soldierimagesfemale REM BACKUP FEMALE SOLDIER NAMES copy .\assets\soldiernamesfemale.xml .\assets\soldiernamesfemale.bak.xml REM OVERWRITE FEMALE SOLDIER NAMES W/ MALE SOLDIER NAMES copy .\assets\soldiernames.xml .\assets\soldiernamesfemale.xml REM BACKUP FEMALE SOLDIER IMAGES mkdir .\assets\soldierimagesfemale.bak xcopy .\assets\soldierimagesfemale .\assets\soldierimagesfemale.bak /S REM OVERWRITE FEMALE SOLDIER IMAGES W/ MALE SOLDIER IMAGES xcopy .\assets\soldierimages .\assets\soldierimagesfemale /S /Y All female AKA Gynonauts or "Amazons": REM Backup files/folders then copy soldiernamesfemale.xml to soldiernames.xml and copy REM soldierimagesfemale folder (and all subfolders) to soldierimages REM BACKUP MALE SOLDIER NAMES copy .\assets\soldiernames.xml .\assets\soldiernames.bak.xml REM OVERWRITE MALE SOLDIER NAMES W/ FEMALE SOLDIER NAMES copy .\assets\soldiernamesfemale.xml .\assets\soldiernames.xml REM BACKUP MALE SOLDIER IMAGES mkdir .\assets\soldierimages.bak xcopy .\assets\soldierimages .\assets\soldierimages.bak /S REM OVERWRITE MALE SOLDIER IMAGES W/ FEMALE SOLDIER IMAGES xcopy .\assets\soldierimagesfemale .\assets\soldierimages /S /Y Note: Currently all the Xenonauts are using the same injury and death sounds so your ladies will still sound like dudes. Of course, you can always copy the female civilian sounds from the /assets/audio/sfx/injury folder over the existing sounds (always back up first!) Or you could just change the file references in the sounds_gc.xml file (after backing up the old one). The xml solution is probably more elegant. If I decide to mess with that I will post it here. Oh and there is one guy- Kris Thaler, who seems to be hard coded so you will end up with him regardless.
  8. Hi. This weekend I started to create some graphics to my "fan-art"/Mod for Xenonauts. To make sure that everyone get the same experience of the graphics, I have made a small software. The file is 90 Mb and I have compressed it with WinRAR. You need a screen resolution of 640x480 pixel or better. Tested for all Windows-version, not tested on Mac or Linux/Unix. Installation: Extract the file "animation-demo.rar". Start the "demo" by running the file "animation-demo.exe". To start the demo, press either 0 (no armour) or 1 (flak jacket). You can press 0 and 1 to change the armour at any time. Use the numeric key's (1,2,3,4,6,7,8,9) to change the direction of the animation. Use W for Walking Use S for Stop Use R for Running Use D for Die (note: after a short period the figure will start walking) Note: I know there are an error in flak-jacket in the animations "Walk" and "Die". This first demo contain only male soldier, with M16. Download link Preview: --O--
  9. Two recurring complaints throughout development have been: 1) For a joint NATO / Soviet organisation, the Xenonauts sure don't have much Soviet equipment. They do have Soviet soldiers, but their weapons are American and their vehicle is British. We used to be able to point to the MiG interceptor, but even that is now researchable rather than starting. 2) There's not enough different ballistic weapons - we only have one type of assault rifle, for example. The M-16 and the AK-47 actually behave quite differently in reality. While vanilla Xenonauts is not going to add any extra weapons or change the existing ones for design reasons, we've always said we'll make it as easy as possible for people to mod the game to their preferences. As such, the build now includes art for Soviet equivalents of the starting Xenonaut weapons, as well as a few unused NATO weapons we did while settling on the current selection. There is a total of 16 new images there. It's now just a question of altering text files to change the NATO weapons into Soviet weapons, or to add extra guns like AK-47s into the game. In fact, with the tool Quartermaster is working on it may even be easier than that soon. I was going to stick these in a mod, but without an installer we can't have it automatically loaded onto everyone's PC (yet). We might include the Soviet Weapon mod as an example mod to go with the final game though. The guns can be found in the directory /assets/weapons/ballistic. A few of the weapons are shown below:
  10. The Coldest War "Today, America would be outraged if U.N. troops entered Los Angeles to restore order. Tomorrow they will be grateful! This is especially true if they were told that there were an outside threat from beyond, whether real or promulgated, that threatened our very existence. It is then that all peoples of the world will plead to deliver them from this evil. The one thing every man fears is the unknown. When presented with this scenario, individual rights will be willingly relinquished for the guarantee of their well-being granted to them by the World Government." - Dr. Henry Kissinger,US Secretary of State 1973-1977 Founded by both world superpowers in the face of a possible invasion, the organisation has had to fight tooth and claw to retain it’s existence, appropriating funds from either side where and when it could. As the Superpowers glacially looked to expand their spheres of influence to counter each other, only the organisation remained aware of a potentially greater threat. When this threat arrived in October 1979, it was clear how far the organisation had moved beyond geopolitics. “A clandestine organisation known only as the ‘Xenonauts’ establishes communication with the major world powers and claims responsibility,” for the only known successful interception of an alien craft over the Baltic Sea. The Xenonauts demand “both funding and authority to operate within their territory and airspace in exchange for protection.“ In fighting the invasion, the goal of the Xenonauts organisation will indirectly result in each nation reassessing their relationships with the rest of the world. Earth’s best defence is a united one. It is the goal of Xenonauts to channel as much collective development and unity from its funding nations as possible. To that end results from some of the Xenonaut research can be distributed throughout the funding nations. While this may sound utopian, bear in mind that the Xenonauts are essentially extorting capital from their funding nations in return for protection and the hope that their advanced technology will secure a victory. Also note that throughout, Xenonauts do not openly share their key research findings with the rest of the world. “The deal was simple – a monthly funding grant and authority to operate in a nation’s airspace and territory, in exchange for protection against extraterrestrial activity. Reluctantly, all the major powers agreed.” Why? The ideas below were some of the very first thoughts I had when putting together the Geopolitical mod thread. That shows the reluctance the funding nations have in greater detail. The short set of ideas below would ideally be part of the same setup, but are separated here as they can stand alone. They follow a similar path that the Alien Origins/The Martian Solution/Cydonia or Bust research topics of the original did. This is intentional so as not to detract or delay the main mission too much. The back story, as provided, shows the Xenonauts as an organisation on the brink of extinction, a situation now facing the rest of the world. It also shows that they have goals and demands that coerce the funding nations into agreement. They are not quite the clean cut outfit that their X-Com predecessors were. The ideas below take the Xenonauts in a direction that is a little darker than simply saving the Earth from an alien threat. Particularly when there are other enemies closer to home. Shadow Kingdom Research Required - Iceland Incident; Alien Invasion; Third tier weaponry Game Trigger - Save scientist mission objective at a particular ticker point. Unlocks Research - The Third Path Unlocks Bonus/Penalty – Reduced staff costs Summary – While liberating a research lab from the aliens, a supposedly missing prominent scientist is rescued. In debriefing, he reveals that, although his research is compartmentalised, that he must be a tiny part of a larger recruitment programme. A programme so aggressive, that the scientist was believed to have died so that he could vanish into the project. Further research has revealed the mysterious disappearances of individuals form a variety of scientific fields. The deaths of prominent figures in Physics, chemistry and astronomy are now put in doubt. This programme has been going on since the late 1950s. Insiders refer to the programme as the Brian Drain, but it is designated Project Aquarius. The scientist’s own work has reached a conclusion. It is unknown if this applies to the rest of the programme. The location of any related work or of funding sources is also unknown. Notes: The third tier research topic could be replaced with something else. Ideally, it should be a technological topic as this fits into the rest of these additions. It should also be something far enough into the game to be advanced technology, but not so advanced as to get in the way of the final mission topics. The game triggers are provided as additions/ alternatives to the required research topics. The reduced staff cost bonus reflects that whatever was going on, it’s now coming to an end. This will free up researchers elsewhere to join the Xenonauts. Ties with existing Xenonauts story: Echoes the steps a clandestine organisation may have taken in the cold war to capture the only people it believed capable of advancing it’s own agenda. Mod Requirements: Edit Research topics, Add research Topics, Add mission objectives, Research Lab indoor mission (optional, but is one of the stretch goals); recruitment cost alteration The Third Path Research Required - Shadow Kingdom, Last third tier topic Game Trigger –Aliens launch a base attack on a base not used by Xenonauts at a particular ticker point/ or a simpler pop up screen stating that local agents uncover a base, but it isn’t an alien one. Much like in X-Com/ Alien Base mission, but they’ve used a previously extant Xenonaut-like Base. Unlocks Research - New World Order Unlocks Bonus/Penalty – Free Base/ Reduced Construction Costs Summary – While the Xenonauts are setting up new bases around the world to combat the alien invasion, another party is making use of the bases set up in the 1960s following the Iceland Incident. While many of the facilities look to have been deserted for decades, there is clear evidence of recent and intensive use in key areas, such as laboratories and workshops. Whoever vacated the base in a hurry left few clues for the retrieval team. However, in the dust covered, deserted command centre Project Aquarius briefing documents are found, supporting the ‘missing’ scientist’s claims. The documents outline high level meetings between the Soviet Union and the United States military in December 1958. In these meetings, available findings from the Iceland Incident were shared. Analysis of potential further threats was made and ideas on how to combat such an enemy were suggested. These ideas became three distinct solutions. The solutions were known as Project Majority, an inside joke on the lack of consensus achieved to select one of them over the others. The documents suggest that parallel programmes, entitled The Three Paths (and the Three Bears informally), were put in place. Disturbingly, the Xenonauts look to be connected to one of these alternatives. Path 1: Project Aleph – The manipulation of population sizes, in order to force a cohesive, militaristic humanity prepared for the alien attack. Such extreme population control measures could only be put into effect by creating a number of disasters. Biochemical research was proposed for this purpose as was artificial escalation of the Cold War. A further option was to use this research to deny the planet to enemy forces should the situation become hopeless. This ruthless, cold option was considered one where worst case scenarios would prevail. Path 2: Project Anteus - Aquarius would ensure the construction of numerous underground shelters. Ostensibly these would be built to survive a nuclear war. In truth, they were to be build to survive an alien invasion. The bases would house a military command structure and a breeding population of civilians. Path 3: Project Aquarius – An expansionist approach that suggested that mankind’s best hope was through it’s own rapid advancement. By expanding knowledge in electronics, propulsion, astronomy and physics mankind could reach beyond the Earth. Increasing detection capabilities was considered an immediate goal of this project. Projected suggestions looked to move mankind to a more even footing with any invading force. These suggestions advocated that mankind should set up a base on Mars, titled Wells Station, using the Moon as a staging post. Veterans of Operation Verne provided support for an Aquarius programme that looked to advance the military readiness of a unified military force. They outlined a number of necessary projects. There are clear parallels between the Project Aquarius proposals and the structure of the Xenonauts. These projects would become the operational structure of Xenonauts in years to come. Aquarius – Umbrella project cataloguing all available intelligence from the Iceland incident Garnet - Coordination of all information relating to the aliens. Sign – Intelligence gathering to determine further aliens presences. Sign alerts the organisation following the WOW signal. Blue Book – The public face of Project Sign, actively investigating the public UFO sightings. Snowbird –Create disinformation to cover test flights & gauge intelligence. Redlight – to pilot reverse engineered UFO Pluto – Evaluating all alien technology with a view to enhancing human space capabilities/ biological intelligence. Excalibur – develop a weapons system capable of combating an alien craft. Gabriel - The use of pulsed sound weaponry against alien craft. Sigma – Establish communications with the aliens. No communications were received throughout the Iceland Incident. Plato – A project looking to create diplomatic links with an alien species. Blue Fly/ Blue Team – Reaction, retrieval and recovery operation briefed and trained on Iceland Incident. Xenonaut soldiers are trained by retired Blue Fly operatives. With no alien incursions following 1958, Blue Team eventually became part of Project Sign. Delta – The security arm of Blue Team and Pounce. Luna – Relates to construction and maintenance of secret underground bases. Pounce – the subsequent retrieval of crashed UFO materiel following Blue Team missions. Notes: Again, the research topic used as a requirement can be replaced. The changes to bases as a reward reflects the Xenonauts uncovering the series of hidden bases placed around the world by their organisation in it’s prime. It is suggested that the Xenonauts research topics be designated project titles as above to further tie them in with the Project Majority briefing documents. Ties with existing Xenonauts story: The back story reveals that the initially, well funded Xenonauts had a number of hidden bases that then fell into disrepair. This topic returns to that. It also suggests some tactical options available to countries facing a threat of unknown, but superior technology. Mod Requirements: Possibly a scripted map – combining alien and Xenonaut base (optional)
  11. Hi everyone, this topic came up in another thread so I thought I should give it a thread of its own in the right place. I'm hoping to add a research topic which basically represents making progress with thawing the Cold War tensions which grip the globe, even in the early stages of alien invasion. This will offer an alternative research tree, more focused on your financial stability and giving you other benefits, as opposed to straight up tech advantages. The first step of researching this diplomatic route would open up the Soviet Weapons pack, representing a trade deal with the Soviet Union, or something along those lines. From there, assuming I can get it to work I intend to add more research topics which play to the same geo-political theme. As I said above, they'd run alongside the current alien based stuff, so you'd have a choice between where you wanted your focus to be; a unified Earth, battling the invasion together or going straight for the alien tech route, as in the current game. Initial thoughts for the potential benefits/outcomes of pursuing these research subjects are (all dependent on what's possible of course) - access to weapon variants from arms deals (eg; the Soviet Weapons pack when a deal is struck with them) - Increased funding from various regions - Cheaper recruitment costs - Increased response times to alien threats, and maybe even a second chance at a terror site (delaying the current nuke strike via diplomatic means) - Ability to build radar stations in regions, outside of your bases, which have a chance to intercept the 'alien events' such as "Tanker strafed, no survivors found", reducing the negative impact these events have on your performance. - Higher number of friendly AI in regions with good relations - Increased chance of soldiers surviving chopper crashes in friendly nations. (maybe even the chance that some soldiers could be recovered from a failed ground combat by a friendly nation's own forces?) Obviously, they're all centered around how the different nations respond to you as an organisation, rather than how their relationships with each other change. If I can think of anyways to simulate nations putting aside their differences then I'd like to include that aspect too, but I think it may be that I just have to allude to that in the xenopedia outcomes of the research projects. It will probably be that the Cold War nations put aside their differences to back the Xenonauts as a common ally, rather than them working directly together. But I think that will still achieve what I'd like to aim for. I'd love to hear any thoughts people have, either on the idea in general (hopefully not "It's crap, Jim." ) or on specific research ideas, features or thoughts. Cheers all!
  12. Female dress: Female school uniform - for countries where they use school uniform (colour variations aviable): Female "Hollywood": Female causal wear: Female Asian dress:
  13. I have added drones (as vehicles) to my own game to see how possible it is. I have also used my own vehicle weapon mod to equip them with a smoke grenade and flare launcher, no offensive weapons. They run around pretty quick, have no weapons and are pretty fragile. They don't work all that well, from a purely functional perspective. The game doesn't seem able to work out that a vehicle shouldn't have a 3x3 selection box or take up a 3x3 area on the Chinook. The game also crashes if you try and rearrange them on the dropship, I can't find anywhere to allocate the dropship images. The images are also missing in the vehicle window (again can't see where they are allocated). Some animations, like moving, are missing for some reason even though I am using the original drone folder as a source. They also pass through fences for some reason. Oh they also are not available for purchase, they have to be manufactured. I am unsure how to make them take up garage space, unless they do it automatically as they are classed as vehicles. As this is a test I have made the manufacturing job available from the start though, it would more than likely require recovery of a drone corpse if it made it as a proper mod. Otherwise they are perfectly fine!
  14. Since the issue is near and dear to my heart, I'll hang on to all that expended brain sweat. =) Flat attribute boosts would be a Bad Idea™ because they annihilate the need for soldier experience. What is a much better approach is to let an armour give a % increase to a stat. A 130% strength armour is not going to turn a 30 strength soldier into the Hulk. It only goes up to 39. This way a heavy suit of armour can let a soldier use very heavy weapons that unaugmented soldiers can't use or can't use very well. For the really good stuff you still need a naturally strong soldier, though, so soldier experience always stays valuable.
  15. Just a quick mod for anyone who wants the challenge of the bomber having a laser cannon and the heavy fighter the firepower to easily handle two F17s! Navigate to the root assets folder i.e (C:\Program Files (x86)\Desura\Common\xenonauts\assets) Go into aircraft weapons xml (forcing open using Excel or similar). For the heavy fighter, under the column heading 'loadout' copy in AV.HVFIGHTERBEAM AV.HVFIGHTERMISSILE For the bomber; 'loadout' type; AV.BOMBERCANNON Save and over-write. Enjoy!
  16. I made more aggressive fighters. Now they use often misilles from distance. Just replace files aircraft and aircraftweapons in assets folder (make backup just in case ) https://rapidshare.com/files/16413672/assets.rar
  17. Not the most mind-numbing idea ever, but I think it might be cool if you could have different armor color variants for the Hunter (urban camo, desert camo, jungle camo, arctic camo, etc.) that could add a few modifiers for it's visibility to hostile forces.
  18. Disclaimer: This modification is for the root weapons.xml and weapons_gc.xml files. It is recommended that you back-up both existing files in case making these changes results in any instability. This is a fan made mod and as such is not endorsed by the developers. It is only intended as a fun balance mod to improve the groundscape experience until the game reaches beta and balancing is carried out --------- Description: The following modification effects the Xenonauts weapons only. The major changes in this version are to the rifle and shotgun and have been done to improve the strategic utility and balance of both weapons. Equipping of extra ammo should now be a strategic decision as a single riflemen no longer has the fire power to take out 7 aliens using a single clip over the course of a battle. Reloading now takes significantly more AP and therefore now needs to be taken into account when planning turns and ammo usage. The fragmentation of the shotgun now gives the shotgun more utility at short-range and less at moderate range. The increased burst shot count of the rifle now gives it some utility in close quarters as does the reduced AP of single shots. This reflects the potential high rate of in-direct fire that rifles can and do offer in military engagements. Try it out and give feedback! =) -------------- V1.0 Change log Pistol Weight reduced from 1.5kg to 0.75kg Damage reduced from 15 to 10 Reload cost increased to 10 from 3. Rifle Single shot has only two settings (down from three). Damage reduced from 25 to 15 Burst Fire shot count increased to 5 from 3. AP reduced on single shot settings to 13 and 20 respectively. Accuracy of single shots set to 100 and 150 respectively. Accuracy of burst shot reduced to 40. Reload cost increased to 17 from 3. Shotgun Single shot removed. Burst Fire shot now fires 3 separate shells to represent shell fragments. Clip size increased to 24, representing 8 shells. Projectile speed increased to 1600 Accuracy set to 110 AP cost set to 25 Damage per shell reduced to 13 from 40 (to represent shell fragments/increased shot number) Reload cost set to 17 * Note: reaction fire shots will only consume 1 shell (10 damage) as there is no way of setting reaction fire as burst shots. Sniper Rifle Reload cost increased from 3 to 17 Machine Gun Reload cost increased from 3 to 27 Burst shot count increased to 5 from 3. AP cost set to 30 Accuracy reduced to 60 from 80. Clip size increased to 50 (now functions correctly) --------------- V1.1 Changelog Pistol Damage returned to default 15 Burst shot AP increased to 30 (reflect 3 aimed shots in quick succession and which will limit chances of enemy reaction fire) Burst shot accuracy set to 80 (same as set 1) Mitigation changed from 5 to 15. Please try this out and give me some feedback! =) Instructions for use: Make a copy of the weapons.xml and weapons_gc.xml files and keep them safe somewhere! Copy and paste the following into the bold labelled file overwriting the existing information. For example, "Replaces pistol in weapons_gc.xml" means open up weapons_gc.xml (root: Desura/Common/xenonauts/assets) in a text editor, highlight the text referring to pistol and replace with the code underneath the bold heading. DO NOT COPY ACROSS THE BOLD TEXT OR ANY BREAKS "------". Repeat for each weapon. Save the file and close. -------------- START OF MODIFICATIONS ------------ Replaces pistol in weapons_gc.xml <Weapon name="weapon.pistol" bulletType="normal" emptySound="Empty Click 1"> <props range="10" hands="1" recoil="0" weight="1" clipSize="12" reloadAPCost="8" /> <SingleShot sound="Weapon Pistol Single" delay="0.8"> <Set1 ap="10" accuracy="80" /> <Set2 ap="12" accuracy="96" /> </SingleShot> <BurstFire ap="30" accuracy="80" sound="Weapon Pistol Single" delay="0.6" shotCount="3" /> <GUIImage name="gui/Pistol.png"/> <GroundImage name="grounditemimages/pistol.png"/> <Ammos> <Ammo name="default" type="kinetic" damage="15" mitigation="15"> <Projectile spectre="projectiles/bullet/bullet" speed="1200"/> <Impact spectre="particles/bulletplume/bulletplume"/> </Ammo> </Ammos> </Weapon> Replaces shotgun in weapons_gc.xml <Weapon name="weapon.shotgun" bulletType="normal" emptySound="Empty Click 1"> <props range="8" hands="2" recoil="0" weight="5" clipSize="24" reloadAPCost="15" /> <SingleShot/> <BurstFire sound="Weapon Shotgun Single" delay="0.6" ap="25" accuracy="110" shotCount="3"/> <GUIImage name="gui/Shotgun.png"/> <GroundImage name="grounditemimages/shotgun.png"/> <Ammos> <Ammo name="default" type="kinetic" damage="15" mitigation="20"> <Projectile spectre="projectiles/bullet/bullet" speed="1600"/> <Impact spectre="particles/bulletplume/bulletplume"/> </Ammo> </Ammos> </Weapon> Replaces Rifle in weapons_gc.xml <Weapon name="weapon.rifle" bulletType="normal" emptySound="Empty Click 1"> <props range="18" hands="2" recoil="40" weight="5" clipSize="30" reloadAPCost="15" /> <SingleShot sound="Weapon Assault Rifle Single" delay="0.6"> <Set1 ap="13" accuracy="100" /> <Set2 ap="20" accuracy="150" /> </SingleShot> <BurstFire ap="35" accuracy="40" sound="Weapon Assault Rifle Burst" delay="0.6" shotCount="5" /> <GUIImage name="gui/AssaultRifle.png"/> <GroundImage name="grounditemimages/assaultrifle.png"/> <Ammos> <Ammo name="default" type="kinetic" damage="15" mitigation="20"> <Projectile spectre="projectiles/bullet/bullet" speed="1200"/> <Impact spectre="particles/bulletplume/bulletplume"/> </Ammo> </Ammos> </Weapon> Replaces Sniper in weapons_gc.xml <Weapon name="weapon.sniper" bulletType="normal" emptySound="Empty Click 1"> <props range="26" hands="2" recoil="0" weight="6.5" clipSize="15" reloadAPCost="15" /> <SingleShot sound="Weapon Sniper Single"> <Set1 ap="28" accuracy="125" /> <Set2 ap="33" accuracy="150" /> <Set3 ap="37" accuracy="175" /> <Set4 ap="43" accuracy="200" /> </SingleShot> <BurstFire/> <GUIImage name="gui/PrecisionRifle.png"/> <GroundImage name="grounditemimages/assaultrifle.png"/> <Ammos> <Ammo name="default" type="kinetic" damage="45" mitigation="25"> <Projectile spectre="projectiles/bullet/bullet" speed="1200" delay="2.5"/> <Impact spectre="particles/bulletplume/bulletplume"/> </Ammo> </Ammos> </Weapon> Replaces Machinegun in weapons_gc.xml <Weapon name="weapon.machinegun" bulletType="normal" emptySound="Empty Click 1"> <props range="30" hands="2" recoil="65" weight="12.5" clipSize="50" reloadAPCost="25" /> <SingleShot /> <BurstFire ap="30" accuracy="60" sound="Weapon Machinegun Burst" shotCount="5" delay="0.6" /> <GUIImage name="gui/machinegun.png"/> <GroundImage name="grounditemimages/machinegun.png"/> <Ammos> <Ammo name="default" type="kinetic" damage="40" mitigation="15"> <Projectile spectre="projectiles/bullet/bullet" speed="1200"/> <Impact spectre="particles/bulletplume/bulletplume"/> </Ammo> </Ammos> </Weapon> --------------------- END OF MODIFICATIONS TO WEAPONS_GC.XML ---------- Replaces Pistol in weapons.xml <Row ss:AutoFitHeight="0"> <Cell ss:StyleID="s22"><Data ss:Type="String">weapon.pistol</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s22"><Data ss:Type="String">weapons/ballistic/pistol</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s22"><Data ss:Type="String">weapons/ballistic/pistol</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s22"><Data ss:Type="String">ballistic</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s23"><Data ss:Type="Boolean">0</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s23"><Data ss:Type="Number">10</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s23"><Data ss:Type="Number">15</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s23"><Data ss:Type="Number">12</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s23"><Data ss:Type="Number">0.8</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s23"><Data ss:Type="Number">1</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s23"><Data ss:Type="Number">3</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s23"><Data ss:Type="Number">2</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s22"><Data ss:Type="String">ammo.ballistic.pistol</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s23"><Data ss:Type="Number">8</Data></Cell> </Row> Replaces Rifle in weapons.xml <Row ss:AutoFitHeight="0"> <Cell ss:StyleID="s22"><Data ss:Type="String">weapon.rifle</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s22"><Data ss:Type="String">weapons/ballistic/assaultrifle</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s22"><Data ss:Type="String">weapons/ballistic/assaultrifle</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s22"><Data ss:Type="String">ballistic</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s23"><Data ss:Type="Boolean">1</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s23"><Data ss:Type="Number">15</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s23"><Data ss:Type="Number">20</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s23"><Data ss:Type="Number">30</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s23"><Data ss:Type="Number">1</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s23"><Data ss:Type="Number">5</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s23"><Data ss:Type="Number">5</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s23"><Data ss:Type="Number">2</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s22"><Data ss:Type="String">ammo.ballistic.rifle</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s23"><Data ss:Type="Number">10</Data></Cell> </Row> Replaces Shotgun in weapons.xml <Row ss:AutoFitHeight="0"> <Cell ss:StyleID="s22"><Data ss:Type="String">weapon.shotgun</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s22"><Data ss:Type="String">weapons/ballistic/shotgun</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s22"><Data ss:Type="String">weapons/ballistic/shotgun</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s22"><Data ss:Type="String">ballistic</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s23"><Data ss:Type="Boolean">1</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s23"><Data ss:Type="Number">35</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s23"><Data ss:Type="Number">80</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s23"><Data ss:Type="Number">24</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s23"><Data ss:Type="Number">1.25</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s23"><Data ss:Type="Number">5</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s23"><Data ss:Type="Number">5</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s23"><Data ss:Type="Number">2</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s22"><Data ss:Type="String">ammo.ballistic.shotgun</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s23"><Data ss:Type="Number">15</Data></Cell> </Row> Replaces Sniper in weapons.xml <Row ss:AutoFitHeight="0"> <Cell ss:StyleID="s22"><Data ss:Type="String">weapon.sniper</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s22"><Data ss:Type="String">weapons/ballistic/precisionrifle</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s22"><Data ss:Type="String">weapons/ballistic/precisionrifle</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s22"><Data ss:Type="String">ballistic</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s23"><Data ss:Type="Boolean">1</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s23"><Data ss:Type="Number">35</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s23"><Data ss:Type="Number">260</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s23"><Data ss:Type="Number">15</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s23"><Data ss:Type="Number">1.25</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s23"><Data ss:Type="Number">6.5</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s23"><Data ss:Type="Number">5</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s23"><Data ss:Type="Number">2</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s22"><Data ss:Type="String">ammo.ballistic.sniper</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s23"><Data ss:Type="Number">10</Data></Cell> </Row> Replaces Machine gun in weapons.xml <Row ss:AutoFitHeight="0"> <Cell ss:StyleID="s22"><Data ss:Type="String">weapon.machinegun</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s22"><Data ss:Type="String">weapons/ballistic/machinegun</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s22"><Data ss:Type="String">weapons/ballistic/machinegun</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s22"><Data ss:Type="String">ballistic</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s23"><Data ss:Type="Boolean">1</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s23"><Data ss:Type="Number">50</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s23"><Data ss:Type="Number">300</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s23"><Data ss:Type="Number">50</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s23"><Data ss:Type="Number">0.6</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s23"><Data ss:Type="Number">12.5</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s23"><Data ss:Type="Number">5</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s23"><Data ss:Type="Number">2</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s22"><Data ss:Type="String">ammo.ballistic.machinegun</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell ss:StyleID="s23"><Data ss:Type="Number">25</Data></Cell> </Row> --------------------- END OF MODIFICATIONS TO WEAPONS.XML ----------
  19. Before following these steps I would like to make the following disclaimer: I am not one of the coders on this project, but I have made the following modification in my files and it seems to be working properly. According to what Chris has said in other threads, the machinegun is supposed to fire 5 bursts. Later in development it sounds like these will be long bursts (5 or 10 shots each), but for now it is just 3 shots per burst. The goal of this thread is to modify the machinegun so that it fires the correct number of bursts (5 instead of 1 & 2/3rds). Before we begin, backup the following files from the xenonauts/assets file: weapons weapons_ weapons_gc These will be three files that we will be editting so it is wise to have the backups in a secure location in case an error is made. We will start with the weapons & weapons_ files. These are the easist files to modify as they both open with excel. After opening both files look under the name and find the weapon.machinegun. Go to the column that says 'clipsize' and modify the machinegun's clipsize value from 5 to 15. You may get a popup which reads "weapons.xml may contain meatures that are not compatible with XML Spreadsheet 2003. Do you want to keep the workbook in this format?" Click Yes. Now open weapons_gc using notebook. Scroll down until you find the following section: <Weapon name="weapon.machinegun" bulletType="normal" emptySound="Empty Click 1"> <props range="30" hands="2" recoil="65" weight="12.5" clipSize="5" reloadAPCost="25" /> <SingleShot /> <BurstFire ap="30" accuracy="60" sound="Weapon Machinegun Burst"/> <GUIImage name="gui/machinegun.png"/> <GroundImage name="grounditemimages/machinegun.png"/> <Ammos> <Ammo name="default" type="kinetic" damage="40" mitigation="20"> <Projectile spectre="projectiles/bullet/bullet" speed="1200"/> <Impact spectre="particles/bulletplume/bulletplume"/> </Ammo> </Ammos> </Weapon> This weapon is located between the precision rifle and the flamethrower. Modify the bolded section (clipsize = "5") to instead read clipsize="15". The final weapon tag should look like this: <Weapon name="weapon.machinegun" bulletType="normal" emptySound="Empty Click 1"> <props range="30" hands="2" recoil="65" weight="12.5" clipSize="15" reloadAPCost="25" /> <SingleShot /> <BurstFire ap="30" accuracy="60" sound="Weapon Machinegun Burst"/> <GUIImage name="gui/machinegun.png"/> <GroundImage name="grounditemimages/machinegun.png"/> <Ammos> <Ammo name="default" type="kinetic" damage="40" mitigation="20"> <Projectile spectre="projectiles/bullet/bullet" speed="1200"/> <Impact spectre="particles/bulletplume/bulletplume"/> </Ammo> </Ammos> </Weapon> After this change is made save this file and close it. Before starting the game make sure that and closed. If they are open the game will crash when running. This should only be considered a temporary solution until Chris and his team get around to building the long burst fire for the machinegun.
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