drages Posted October 14, 2014 Share Posted October 14, 2014 Hey, I was working on XMT aliens.. i want them to drop blood.. bigger aliens (vipers at mod) drops more blood.. I tried to first "xblood" as item to their belt.. didnt work.. I changed xblood type to ammo, but again after battle no dropped.. <Equipments> <Equipment> <PrimaryWeapon name="weapon.qspray" /> <Belt> <Item name="ammo.xblood" /> <Item name="ammo.xblood" /> <Item name="ammo.xblood" /> <Item name="ammo.xblood" /> <Item name="ammo.xblood" /> </Belt> </Equipment> and <Row ss:AutoFitHeight="0"> <Cell ss:StyleID="s74"><Data ss:Type="String">ammo.xblood</Data></Cell> <Cell ss:StyleID="s71"><Data ss:Type="Number">200</Data></Cell> <Cell ss:StyleID="s71"/> <Cell ss:StyleID="s71"><Data ss:Type="String">Uncapped</Data></Cell> <Cell ss:StyleID="s71"><Data ss:Type="String">weapons/airplane/rocket</Data></Cell> <Cell ss:StyleID="s72"><Data ss:Type="String">Item.Dispose.Destroyed</Data></Cell> <Cell ss:StyleID="s71"><Data ss:Type="Number">1</Data></Cell> </Row> i want to use it to craft chemical weapon, but no luck.. they dont drop anything.. or i missed something.. what should i do? or any dead one can drop something additional to its corpse? <Items killed="Items.XqueenCorpse" stunned="Items.Xqueen" /> here can i add more items to drop with corpse? thx! Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted October 14, 2014 Share Posted October 14, 2014 As it's an ammo type you need to define it in ammos.xml as well as items. And you also need strings too. Quote Link to comment Share on other sites More sharing options...
drages Posted October 15, 2014 Author Share Posted October 15, 2014 I see.. yeah I forgot ammo. XML totally.. So as I understand u can't give an item to enemy as a just drop.. I hope this ammo trick works.. I want to create more complex manifacture system.. Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted October 15, 2014 Share Posted October 15, 2014 You can put grenades in the belt slot as well! Quote Link to comment Share on other sites More sharing options...
drages Posted October 15, 2014 Author Share Posted October 15, 2014 Yes! Quote Link to comment Share on other sites More sharing options...
drages Posted October 15, 2014 Author Share Posted October 15, 2014 I stucked badly.. I created ammo.xblood . I put it to a vipers belt and ceasens noncombatand.. at gc editor mod, i killed a viper and checked the ammo and it was there.. then i finished mission with V... but there was no ammo.xblood at brifing.. i write strings,items,ammo,aiprob.. How cant i get that drop even i see it at ground as drop.. is it becouse an ammo without weapon? what can i do them drop something to make me use them as manufacture element? I realy out of answers now.. max help me!! Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted October 15, 2014 Share Posted October 15, 2014 Understand that I haven't got XNT on my copy at the moment as it's a mess of unfinished mods. Let's have a think..... Aha! I remember a guy by the name of aajs who had the same kind of problem. Let me find his thread.... Hmm.. have a look at this and this. It seems you need to alter: items strings aiprops ammos weapons You've done all of those, right? Quote Link to comment Share on other sites More sharing options...
drages Posted October 15, 2014 Author Share Posted October 15, 2014 Yeah i made it... So it seems u cant create an "ammo" alone without its weapon.. i just cloned a weapon with different name which i never use, and give this as ammo "the alien blood".. Now i can see it at both mission report and my storage.. Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted October 15, 2014 Share Posted October 15, 2014 That's good to know. Glad you've finally fixed it! Quote Link to comment Share on other sites More sharing options...
drages Posted October 16, 2014 Author Share Posted October 16, 2014 Max let me ask u something else.. May i get more then 1 item after manufacture.. for example I collect 1 alien plasma rifle and I used them to manufacture more then one part. 1 rifle - manufacture (dismantle alien rifle) - 1 energy cube 1 rifle part 5 alloy.. It's like a reverse engineering... can I do that? 2. Question Can i manufacture same thing from different items... i want to create 1 rifle.. 5 alloy or 3 allieum or 2 alien rifle. . Is it possible to code? 3. Question Thx! Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted October 16, 2014 Share Posted October 16, 2014 I had never tried this myself, but I know a modder who did and I looked at his work. The answer to questions 1 is yes, I believe so, but you must do it in a long manner. Take a look at this: <Row> <Cell ss:StyleID="s68"><Data ss:Type="String">ManTech.SPDisassembly</Data></Cell> <Cell ss:StyleID="s69"><Data ss:Type="String">Extraterrestrial</Data></Cell> <Cell ss:StyleID="s68"><Data ss:Type="Number">8</Data></Cell> <Cell ss:StyleID="s68"><Data ss:Type="Number">8000</Data></Cell> <Cell ss:StyleID="s68"><Data ss:Type="String">weapon.AlienSniperPlasma</Data></Cell> <Cell ss:StyleID="s68"/> <Cell ss:StyleID="s68"/> <Cell ss:StyleID="s68"><Data ss:Type="String">StockItem( "Items.PowerConverter" );StockItem( "Items.ElectromagneticArray" );StockItem( "Items.HolographicOptics" );StockItem( "Items.Alienalloys" );</Data></Cell> </Row> and this: <Row> <Cell ss:StyleID="s68"><Data ss:Type="String">ManTech.FRConversion</Data></Cell> <Cell ss:StyleID="s69"><Data ss:Type="String">Extraterrestrial</Data></Cell> <Cell ss:StyleID="s68"><Data ss:Type="Number">50</Data></Cell> <Cell ss:StyleID="s68"><Data ss:Type="Number">100000</Data></Cell> <Cell ss:StyleID="s68"><Data ss:Type="String">60xItems.Alenium;1xItems.AlienFusionReactor</Data></Cell> <Cell ss:StyleID="s68"/> <Cell ss:StyleID="s68"/> <Cell ss:StyleID="s68"><Data ss:Type="String">StockItem( "Items.PowerCore" );StockItem( "Items.PowerCore" );StockItem( "Items.PowerCore" );</Data></Cell> </Row> This is taken from the final version of Sathra's Little Mod. You can see that he was able to list each item in turn, so you can have a piece of alien tech give up all sorts of components. If you want more than one component of each type, you have to enter the same field over and over again until you have as many of the item you want. Quote Link to comment Share on other sites More sharing options...
drages Posted October 16, 2014 Author Share Posted October 16, 2014 Nice.. I am happy to see that.. so I am not alone with this idea.. I need to make a manufacture sheet now:) Quote Link to comment Share on other sites More sharing options...
drages Posted October 16, 2014 Author Share Posted October 16, 2014 By the way.. can we manufacture the aircraft weapons? Whole or one by one as missile.. like original x com style? Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted October 16, 2014 Share Posted October 16, 2014 Yes. In fact, manufacturing aicraft weapons was originally part of the game. A common strat of the time was to fly with a sidewinder and a manufactured missile. You'd fire the sidewinder to force the enemy to evade. Then you'd fire the more expensive manufactured missile. Quote Link to comment Share on other sites More sharing options...
drages Posted October 16, 2014 Author Share Posted October 16, 2014 So we manufacture only missiles. There is no launcher... and about the aircraft guns? I assume we can manufacture the gun itself, no bullet.. Quote Link to comment Share on other sites More sharing options...
drages Posted October 18, 2014 Author Share Posted October 18, 2014 (edited) Max, how can i add more labels at manufacture.. there are only 4 (aircraft, soldier weapon, vechile and one more..).. at the list under the manufacture.xml its written; <Value>"Extraterrestrial,SoldierWeapons,Ammunition,Equipment,Armour,Vehicles,VehicleWeapons,Aircraft,AircraftWeapons"</Value> but i cant use Extraterrestrial.. Edited October 18, 2014 by drages Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted October 18, 2014 Share Posted October 18, 2014 (edited) I'm pretty certain the answer is in the scripts. I know that several of the manufacturable types were deliberately removed (extraterrestrials, vehicle weapons, aircraft weapons) before the release of the game as GH didn't have any need for them. Only I can't find the manufacturing script to check and see. EDIT: found the script (workshopview). Having a look now. EDIT 2: Nope, not there. Well, I don't know how those three were removed, but I know that they were deliberately removed. Perhaps it's hard coded then? Edited October 18, 2014 by Max_Caine Quote Link to comment Share on other sites More sharing options...
drages Posted October 18, 2014 Author Share Posted October 18, 2014 I'm pretty certain the answer is in the scripts. I know that several of the manufacturable types were deliberately removed (extraterrestrials, vehicle weapons, aircraft weapons) before the release of the game as GH didn't have any need for them. Only I can't find the manufacturing script to check and see.EDIT: found the script (workshopview). Having a look now. EDIT 2: Nope, not there. Well, I don't know how those three were removed, but I know that they were deliberately removed. Perhaps it's hard coded then? Aircraft Weapons can be used but Extraterrestrial and Equipment are not working.. Its just not a big deal but it would be better to organise things.. Max.. can we trigger a research or an event with time or another input rather then a GC mission? Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted October 18, 2014 Share Posted October 18, 2014 Hmm... you can trigger a research topic with another research topic, a non-gc ufo datacore or a completed non-gc mission type (using mission_researches.xml). Quote Link to comment Share on other sites More sharing options...
drages Posted October 18, 2014 Author Share Posted October 18, 2014 hmm non-GC mission.. i will check that.. Quote Link to comment Share on other sites More sharing options...
drages Posted October 21, 2014 Author Share Posted October 21, 2014 (edited) Max, 1. can i change the research time of the reseach which just pop ups without ur order? Like autopsies? 2. is there a random element i can use in this game? Like random drop, random research (u got plasmarifle from enemy,u research it and it will give u % chance another tech?)... 3. Is an enemy type can only use one weapon standart? for example non-combadant ceasons uses only pistol? how can i make them use different weapons? a non-combatant ceason with rifle, pistol, cannon.. not same time ofcourse.. 4. I want to make a capture mechanism like xcom.. i mean i want to make a building or even research to get the alive aliens captured.. What i got in my mind is so: I capture an alien, i research it, then it runs away (as story), then another research pops to able to capture them normally.. if i can do this for a special enemy type, i would be happy! tjx! Edited October 21, 2014 by drages Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted October 22, 2014 Share Posted October 22, 2014 1) Yes. The value is in gameconfig I believe. 2) No. 3) Yes. There are examples of how to do that in aiprops. Or at least, there *were* examples. 4 Well.... sort of. Make two research topics. Set the research requirement for the first topic a live alien. Set the second topic's research requirements the first topic. Then set all other live alien research to require the second topic as well as a live alien. That's one way of doing it. I honestly have no idea if there are any code hooks left for alien containment. Quote Link to comment Share on other sites More sharing options...
drages Posted October 22, 2014 Author Share Posted October 22, 2014 1- <Equipments> <Equipment> <PrimaryWeapon name="weapon.AlienPlasmaRifle" /> <Belt> <Item name="ammo.alienplasmacell" /> <Item name="weapon.aliengrenade" /> </Belt> </Equipment> <Equipment> <PrimaryWeapon name="weapon.AlienSniperPlasma" /> <Belt> <Item name="ammo.alienplasmacell" /> <Item name="weapon.aliengrenade" /> </Belt> </Equipment> I saw this at aiprop for example.. is this what i am looking for? So this enemy will use one of this set of equipment? If its so, what is the chance to select one? Is it %50 if there is 2 set? And another question.. is there a way to find out what did i wrong if Game crushes at GC loading screen? Is there a way to find out wich file gave error at least to check? Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted October 22, 2014 Share Posted October 22, 2014 Yes, that's the one. I'm not at my computer, so I can't answer your second question, but I have no idea what the percentage chance of a unit being equipped with one weapon over another is. Quote Link to comment Share on other sites More sharing options...
drages Posted October 22, 2014 Author Share Posted October 22, 2014 Ok then I wil wait that debug answer when u can check.. Quote Link to comment Share on other sites More sharing options...
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