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Post by 10101 on Apr 1, 2013 11:05:26 GMT -5
For what reason Props need an SA to trigger the DYNAMIC_SURVIVED Score?
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Post by Kyzrati on Apr 1, 2013 11:30:37 GMT -5
It's purely an internal coding reason, since the game keeps a separate list of all props that have SA for faster checking (so it's easier to test for dynamic changes on the map).
There won't be this same kind of restriction later on when I implement the proper scoring system--the current one is temporary so I just handled things in the simplest manner possible. Just make sure the prop has at least *some* SA, even if it's just a dummy SA that does nothing.
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Post by 10101 on Apr 1, 2013 11:48:12 GMT -5
Thats strange, it doesn't work..
props.xt
- "Alien Navigation" a NONE n n NONE NONE magenta_3 0 "Electronics" 1 5 0 6 SQ5X5 0 0 0 40 100 +"Broken" 0 1 0 0 1 0 0 0 0 0 0 0 75 3 Navigation SA_Navigation 0 - PROP_ALIEN_TERMINAL DEST_COMPUTER LAND_METAL_HEAVY - -
specialabilities.xt
SA_Navigation - PROP_DESTROYED - - - - - FLUFF - - GLOBAL DEFAULT "An Alien Navigation was destroyed."
traits.xt
Navigation
scenario.xt
[SCORE]DYNAMIC_SURVIVED_2 [MULTIPLIER]1 [NAME]"Alien Navigation" [TRAIT]Navigation
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Post by Kyzrati on Apr 1, 2013 12:42:36 GMT -5
That's odd, since it looks like you've done everything correctly and I've already tested the system in Ground Zero--it works there for the UFO power sources. I guess you're sure you had some of those navigations in the map, and ended the map normally by dying?
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Post by 10101 on Apr 1, 2013 13:45:06 GMT -5
UFOs don't fly without navigation and i ended the mission normally by killing all aliens the odd thing is, that i have scoring accordingly for Entertainment, Food, etc. and most important: the powersource. And none of them work properly. Were there any last-minute-changes i might have missed or that might cause the problem? I'll attach the files for you to take a look. For information: It's the first try to get something like the stats on which items were captured from the UFOs. (Powersource, Elerium-155, etc) A Problem i found is that according to ufopaedia.org the amount of alien alloys is the amount of items with MCD Flag /10. Those items include UFO hull, floor, roof and walls. In X@COM these are cells. When designing the scoring system you'll have to include cells.
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Post by 10101 on Apr 1, 2013 13:45:54 GMT -5
File lost to preview. Attachments:
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Post by Kyzrati on Apr 1, 2013 19:43:15 GMT -5
UFOs don't fly without navigation and i ended the mission normally by killing all aliens the odd thing is, that i have scoring accordingly for Entertainment, Food, etc. and most important: the powersource. And none of them work properly. Were there any last-minute-changes i might have missed or that might cause the problem? I actually explicitly tried it out last night on the release after you mentioned it, and it was working for me in the latest version, so that's still really weird I'll definitely look at your files and see what might be going on. A Problem i found is that according to ufopaedia.org the amount of alien alloys is the amount of items with MCD Flag /10. Those items include UFO hull, floor, roof and walls. In X@COM these are cells. When designing the scoring system you'll have to include cells. Good to know; I've added a reminder to the scoring system notes.
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Post by Kyzrati on Apr 2, 2013 9:38:39 GMT -5
Wow, finally had a chance to look at your mod when checking this issue; there's even a Lightning in there, and all those UFOs! You've been busy...
About the prop scoring error, it was a case of my not-so-reliable memory... The comment should indicate that those work only for props with a *PROP_NEW_ROUND* SA, since those are the only ones that actually need the type of dynamic checking the battlescape requires (all the rest are handled when other specific events occur in direct relation to the prop itself). So for now you can just create a single PROP_NEW_ROUND SA that just has a FLUFF effect that does nothing and it will satisfy the game and check for their survival at the end.
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Post by 10101 on Apr 2, 2013 11:36:02 GMT -5
Ok, it works. And i already have some ideas for the black board: - Scoring with traits using the numbers. You could then add the trait SCORE_ELERIUM(50) to the powersource and get 50 Elerium(score) per powersource.
- A GAME_END - trigger for the SAs. Perhaps based on a prop so you could add an invisible prop that creates an invisible explosion when the game ends, which could trigger MISSION_SCORE on hitting cells, props or entities.
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Post by Kyzrati on Apr 5, 2013 1:40:41 GMT -5
Heads up: Make sure you ask any questions by 4/6 or so, because shortly after that I'll be gone without Internet access until 4/20.
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Post by 10101 on Apr 21, 2013 7:53:33 GMT -5
Where did you get your sounds, kyzrati?
I'd really like to have that 'aggression'-mod with sounds but that would need more meele and some (cross)bow and arrow sounds.
PS: and what is that music playing in your 'sheer terror'-video?
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Post by Kyzrati on Apr 21, 2013 8:42:10 GMT -5
The Sheer Terror track is "Epistle" by Yoko Kanno, from the Escaflowne OST 3. Kanno is awesome--I've got almost all her stuff. I also used her music in the reaction fire video.
As for sound effects, I've been collecting them for a long time, and have a rather large collection from various sources, mostly royalty free sites like soundsnap (my older stuff) and twisted tracks (more recent stuff), plus things I put together myself. I almost never use sounds directly though, and tend to edit fairly heavily to get what I want, often combining multiple sounds in the process.
For free stuff, freesounds is not a bad source, but I personally don't like using it since it's all CC and you have to document everything you use for proper attribution, plus the quality is all over the place.
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Post by 10101 on Apr 21, 2013 23:55:34 GMT -5
While working on the 'Farm' another question rised.
Is there any chance of support of more then 2 weaponslots? So like an alien with 4 arms or a tank with 5 mounts. I tried to put the PSI attacks as natural weapons into the head and body locations, setting manip to 3 and 4 (not sure i understood that correctly), but it didn't look like it worked as i never got the opportunity to even see those slots in the UI.
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Post by Kyzrati on Apr 22, 2013 8:36:16 GMT -5
This is definitely an issue I've considered before. I think the final verdict is it may be restricted to two slots, mostly due to UI limitations. It's simply easier to have two manipulable slots, especially when relying on a keyboard interface, that and the HUD won't be able to easily fit more than two such slots.
I think the psionic limitation and others will theoretically be avoidable in the future by making it possible for the AI to use special abilities (which psionics were intended to be, the current method being a hack just to get alien mind control in there for now).
However, I had sort of forgotten about tanks with lots of modules, something I was considering early on. I think this, too, is probably something that can be circumvented at a later time by using SA.
Back to the original question, right now the game only supports up to two manipulable slots (and only one of each '1' and '2' on the same entity).
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Post by 10101 on Apr 28, 2013 1:33:14 GMT -5
There is something i am thinking about for some time now.
Alien reacting with burstfire are ok, but them reacting with multiple burstfire ... isn't that a bit too much of it? That's 6 to 9 shots on a single instance. Shouldn't they only react once, saving TUs to react a second time to whatever happens next (and giving the player at least a minor chance to react to the reactionfire)?
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