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Post by Kyzrati on Feb 23, 2013 8:02:00 GMT -5
I should tell you this to help out with the basics: PRO (projectile) particles are fired as a single shot, from target to origin--they carry the actual damage information of the bullet. On the other hand, when an explosion goes off a BLA (blast) particle is sent from the origin to EVERY SINGLE cell that is within the blast radius (as long as the damage can make it there), so you have a LOT more of those flying out at once.
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Post by 10101 on Apr 1, 2013 9:58:16 GMT -5
I get the impression, this doesn't work for DYNAMIC_XSURVIVED or cells.
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Post by Kyzrati on Apr 1, 2013 10:05:33 GMT -5
Right, not cells. I added a comment to the end of each line for the descriptions found in the _settings.xt file to which it applies. Why is this in "bug reports"? 
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Post by 10101 on Apr 1, 2013 10:41:30 GMT -5
Because it didn't work for props also and i'm too fast complaining about things before realizing those props aren't XCOM... (silly me)
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Post by 10101 on Apr 21, 2013 3:45:10 GMT -5
Seems like starting a new mission with F10 doesn't stop the UFO powersource ambient sound. (As can be checked with the Lightning at the farm.
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Post by Kyzrati on Apr 21, 2013 7:20:34 GMT -5
You're right, I forgot to reset the ambient sound system on an F10 restart, oops. I'll make that change for the next release.
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Post by 10101 on Apr 23, 2013 1:01:16 GMT -5
Look what i've found.  Attachments:
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Post by Kyzrati on Apr 23, 2013 8:54:30 GMT -5
Damn I hate seeing posts in this thread... but inevitable, I suppose. As always, thanks, but for some reason this is the first time I can't seem to track down the error. There's a chance I may have improper debugging data on my end for R9 because it seems to be suggesting an impossible source of error. Not sure about this one unfortunately...
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Post by 10101 on Apr 23, 2013 15:40:06 GMT -5
To put in some more information:
I tried to make an civillian follow me by manipulate [n] that entity.
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Post by Kyzrati on Apr 23, 2013 19:27:49 GMT -5
Okay, now *that* is a lot more helpful.  Looking at the code I was seeing, what was happening was making absolutely no sense since it seemed to be an error coming directly from the interface, but actually crashing somewhere in the SA and AI following code. I didn't know you encountered it by trying to do something new. Following by manipulation is something that should be possible (I was even going to do it at one point), but I never actually tested it and apparently it doesn't quite work. You're weren't by chance trying this out with the -noAI switch accidentally left on, were you? Doing that will probably crash since the game currently assumes a target using the SPECIAL effect *does* have an AI. I'll fix this issue and get back to you, but SPECIAL is a rather underdeveloped effect since it will be removed later.
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Post by 10101 on Apr 23, 2013 23:25:35 GMT -5
Ironically i did this, but with noAI on nothing happens at all. Only when playing with AI active i get the crash.
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Post by 10101 on Apr 26, 2013 11:36:13 GMT -5
not sure that is a bug, but it's definitly strange: Attachments:
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Post by Kyzrati on Apr 26, 2013 20:01:03 GMT -5
Specimens are bodies, so you can still recover them even if you didn't kill/stun them yourself. Like a UFO crash that killed a bunch of aliens, or some aliens that walked around in smoke for too long. True, that is a rather large disparity there, and an odd coincidence that the number is exactly twice the neutralization value... I've never seen that one before; I'll make note of it.
I'm going to have to rip out the scoring system anyway, which was supposed to happen now but I've postponed it to coincide with geoscape development since it will relate to your geoscape presence.
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Post by 10101 on Apr 28, 2013 2:21:45 GMT -5
I believe the game counts 'Reaver' as up to 4 recovered specimen (one for each cell). Strange enough that doesn't seem to be the case with sectopods or cyberdiscs (who are both mechanical?).
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Post by Kyzrati on Apr 28, 2013 2:31:14 GMT -5
Yep, you're totally right. The specimen counter is simply an item check in all the cells, and once an entity dies the body is no longer really in one piece (you can pick them up separately), so the game is scoring them separately. Sectopods should count as multiple specimens as well, cyberdiscs don't leave corpses at all since they explode on death.
The new scoring system will include a more accurate specimen counter.
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