Jump to content

Search the Community

Showing results for tags ' props'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


    • Release Announcements
    • Development Updates
    • Off-Topic
    • Xenonauts-2 General Discussion
    • Xenonauts-2 Bug Reports
    • Xenonauts-2 Features
    • Xenonauts General Discussion
    • Xenonauts: Community Edition
    • Xenonauts Mods / Maps / Translations
    • Xenonauts Bug Reports / Troubleshooting


  • Complete Mods
  • Xenonauts: Community Edition

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start



About Me





Found 4 results

  1. I can't scroll to reach the bottom-most options in the Sub-map Editor, It cuts off at the options for "Command Room" and "Target Point" I find this irritating because I'm trying to make new props for some new buildings in my Building and Salaries Overhaul Mod (and maybe improve the Command Center to be a more accurate depiction. Additional Information: I'm using the smallest resolution size for the Sub-Map Editor.
  2. If the user decides to use a medkit on another soldier, but that soldier has been placed behind a large prop which has gained transparency, then the medikit's use does not know to prioritze the prop, or person. As you can see in the attached image, attempting to use a medkit on a person behind a large tree had the medkit prioritizing the tree rather than the person behind it. Steps to reproduce: 1) Enter any map with large props and at least two soldiers, with one who has a medkit. 2) Let one soldier get damaged by an enemy, then move that soldier "behind" a large prop, as in, in position where the prop goes transparent. 3) Move the soldier with the medkit next to the injured soldier and attempt to use the medkit on the injured soldier. 4) Notice that the targeting priority of the medkit is on the prop, not the soldier for every pixel that is covered. If the soldier is completely covered by the prop, they cannot be healed. (Seriously, I lost good men to this bug!) Suggestions to resolve: 1) Remove ability to target props at all when using medkit. 2) Increase priority on PC's/NPC's when targeting, while lowering priority of props. Also, this is a general thing too. I mean, it happens with guns. In the 2nd attached image, I was attempting to target the Sebillian who was "behind" a tree, and the game kept wanting to target the tree. Also, I really only did this on this one map, so it might just be these trees, but I doubt it.
  3. So...I just fired an rocket launcher at a rolled up hose. I assume the "blow up stuff" physics are not yet in the game?
  4. Okay dokey, first thing people need to do is make sure they know how accuracy is calculated. (Regardless of how outdated it is). Other people have discussed what I would call "target range" accuracy formulae, where there are no intervening props or any cover between target and shooter. But I haven't seen any discussion on what happens when there are intervening props or cover, and I think it's past due time to do so. Now, I've been fiddling about with lasers, making them as uber accurate as people want them to be, but there's a big ol' stumbling block to making uber accurate weapons. Props and cover cut massive chunks off the % to-hit. Let's say that solider X has a 95% chance to hit alien Y. Stick a prop in the way which has a 50% chance to block a shot, and solider X now has a 45% chance to hit alien Y (as there is a straight 50% chance that the prop will block the shot). So, ow, it doesn't matter how accurate you make a weapon, props really get in the way (I should know - I've been fiddling!) What's really OTT is if alien Y is hiding behind cover Z as well. Because then you take into account the "cover save" of the object, which is cover stopping chance/solider stopping chance (60%). I suspect that's wrong, because ay caramba, a piece of terrain with a stopping chance of 50% would provide a cover save of .83! You'd never hit a baddy and a baddy could never hit you! I rather think it's cover stopping chance * solider stopping chance, giving a more respectable .3. So if you combine a single intervening prop with a stopping chance of 50% (and there's plenty of that in industrial and terror maps) with a piece of ordinary cover with a stopping chance of 50%, then a hit chance of 95% sinks like a stone to 15%, and there's nothing you can do about it. Well.. except hypervelocity-tagged weapons. Because they just pass through intervening terrain, making AP missiles very useful at winkling out entrenched bad guys. Now that's a pretty persausive argument for flanking a baddy. Cover most ineedly rawks, and props have a significant effect on a shot. But do they have too much of an effect? Is there room for moderation?
  • Create New...