ShadoWarrior
Dec 19 2005, 01:40 AM
QUOTE (1stStrikeRecon @ Dec 18 2005, 07:31 PM)
Not sure if this counts as a bug, but for some reason, cultist psionics can use the M82 .50cal sniper rifle without having Sniper L2.
Encountered this on my last cultist capture mission: I capped the psionic, who (Of course) had a M82.... and lo and behold, she had Sniper L1 and was still blasting away at my soldiers.
That's because what weapons enemies have equipped and ready to use is specified in completely different files. I'd have to go hunt down every file that has references to the M82 and fix them, which I haven't done. It's too much bother for too little gain, plus it'd likely screw up the game balance because few of the Cultists would be able to use the M82s, which means you wouldn't get them early enough in the game, which would have a seriously adverse impact on your AP ammo research.
One has to be careful to consider all the ramifications of making changes. A lesson that I hope Altar learned when they fix one bug in patch 1.1 (for Scout L3 skill) and then "break" Dex/Agl. The cure was worse than the illness. It's a lesson I learned myself years ago the hard way when I managed a QA department and tried to rush fixes. Generally not a good idea.
ShadoWarrior
Dec 19 2005, 01:58 AM
QUOTE (UFO_Junkie @ Dec 18 2005, 07:36 PM)
QUOTE (ShadoWarrior @ Dec 19 2005, 01:30 AM)
When Caelum confirms this later tonight, I'll expedite the release of my v2.17 to fix the flamers.
Thanks ShadoWarrior. Hope it is something simple like that.
I am almost certain it is. So much so that I already coded the changes into my v2.17. I looked at Caelum's flamer entry versus mine and the key difference was just that Rocket vs. Gun thing. When he gives me the thumbs-up, I'll release v2.17.
roglok
Dec 19 2005, 02:01 AM
oh yeah on a sidenote: I am also on the english version of UFO, funny thing is, I un-repacked your weapon rebalance mod (2.16 first one with flamer in case this post makes it after you release 2.17, I'm helluva lagged atm >_< ) and I think that has something to do with it.
Oh and I used the flamethrower at point-blank range

was clearing rooms with it with ease

EDIT: I think the "Rocket" type would work here, just tried a test and it seems to work, though only likable change is that it seems to reach farther. I'll do some more testing as soon as I can get UFO to not CtD while my AV/Firewall is on >_<
ShadoWarrior
Dec 19 2005, 02:20 AM
Another v2.17 teaser: "HUD"
"The HUD (Heads-Up Display) is a helmet enhancement that can be plugged into the add-on slot on any human-designed helmet. The HUD is an advanced integrated combat information management system which combines a modified doppler scanner with a computer-assisted targeting system that provides real-time data to the wearer such as range-to-target, target speed, and wind deflection. The HUD's sensors constantly scan the soldier's surroundings to provide a powerful boost in the soldier's ability to detect and aim at any enemies out to moderate range.<BR>Our Advanced Detection Equipment Factories can manufacture HUDs.<BR>No special training is required to use this equipment."
roglok
Dec 19 2005, 03:37 AM
QUOTE (ShadoWarrior @ Dec 19 2005, 02:20 AM)
Another v2.17 teaser: "HUD"
"The HUD (Heads-Up Display) is a helmet enhancement that can be plugged into the add-on slot on any human-designed helmet. The HUD is an advanced integrated combat information management system which combines a modified doppler scanner with a computer-assisted targeting system that provides real-time data to the wearer such as range-to-target, target speed, and wind deflection. The HUD's sensors constantly scan the soldier's surroundings to provide a powerful boost in the soldier's ability to detect and aim at any enemies out to moderate range.<BR>Our Advanced Detection Equipment Factories can manufacture HUDs.<BR>No special training is required to use this equipment."
oh SW you really know how to wet someone's appetite >_<
Caelum
Dec 19 2005, 03:55 AM
Could some people post a screenshot of the flamethrower in action?
oh and is the accuracy displayed correctly or is it always 100%?
EDIT: On second thought you can probably just tell me here, does the flamer shoot a ball of flame or a stream of flame? and is there an area of effect that similar to a phos grenade when it is fired.
I believe that the GUN type causes the flame effects to act like the projectile of a bullet, spraying a path of flame, now whilst this sounds good, i dont think that bullets can cause an area of effect and so putting in the gun will likely stop it.
Also it is possible that the particle effects are not really designed to go in a single burst stream since when they do it sometimes looks like a muzzle flash and nothing more (the post earlier reminded me of this).
So to summarize i think that the reason it is doing no damage is because the people are out of range but it is not registering because of the GUN type, but if they are in range (such as being close in a room) then the flame effects are deadly as they cause burn damage to the targe that they can not run from. When i was testing this mode of the flamer it killed most things in one or two hits...
ShadoWarrior
Dec 19 2005, 04:01 AM
QUOTE (Caelum @ Dec 18 2005, 09:55 PM)
oh and is the accuracy displayed correctly or is it always 100%?
I'm actually not overly concerned about a 100% to-hit so long as you cannot exceed the range we want for the weapon. It's pretty hard to miss someone when shooting at them with a flamethrower. What we certainly don't want is a flamer that can hit beyond range 10 or so. That would be abusive as hell.
Caelum
Dec 19 2005, 04:08 AM
QUOTE
I'm actually not overly concerned about a 100% to-hit so long as you cannot exceed the range we want for the weapon. It's pretty hard to miss someone when shooting at them with a flamethrower. What we certainly don't want is a flamer that can hit beyond range 10 or so. That would be abusive as hell.
This is just a glitch that would go to proving my current thoughts correct (see edited post above) without me actually testing them... It is a display glitch only since the person does miss, it just doesnt give them an accurate estimate of accuracy.....
ShadoWarrior
Dec 19 2005, 04:16 AM
Now I'm getting really confused. I sent Slaughter my v2.17, with flamers set to type "Rocket". Are you saying that I need to put it back to "Gun"?
Caelum
Dec 19 2005, 04:21 AM
sorry

no i am saying that as "ROCKET" it will work like a flame ball thrower, the particles wil look like a ball of flame going to the target then spreading to cover the ground with flames on contact,
as "GUN" it will look like a stream of flame, but it will not have the area of effect... At least that is my theory at the moment

, also the flame particles only go for a very short time when on gun...
ShadoWarrior
Dec 19 2005, 04:24 AM
QUOTE (Caelum @ Dec 18 2005, 10:21 PM)
sorry

no i am saying that as "ROCKET" it will work like a flame ball thrower, the particles wil look like a ball of flame going to the target then spreading to cover the ground with flames on contact,
as "GUN" it will look like a stream of flame, but it will not have the area of effect... At least that is my theory at the moment

, also the flame particles only go for a very short time when on gun...
Ah, I see. Okay. I'd much rather have the weapon work as intended than to have the f/x look correct and the weapon not do what I want. So we're stuck with a flame-ball thrower.
I sure would like to see a screenshot of what the flamer (flame-ball thrower) looks like in action ...
Sadist
Dec 19 2005, 04:26 AM
Rocket is the preferred variant imo, with large enough ROF it should look like a continuous spray of fire.
Caelum
Dec 19 2005, 04:26 AM
check the post where i attached the stand alone mod in ufomods forum, it has a jpg screenshot attached...
roglok
Dec 19 2005, 04:27 AM
okay, deducting from logic (and what I've been trying to test to make ub nades shoot at least NOT as a wide overarching shot)
Gun = straight, to the point attack, does not support radial damage (splash)
Rocket = makes projectile fly towards target, hits, causes splash damage
Grenade = arched shot, lands and causes splash damage
I dont see how a flame would NOT cause damage in flight though, I dont see a splash-damage-while-in-flght variable, so thats out :/
I'm thinking flamethrower in the normal sense is not possible as of the moment, a fireball-shooter, on the other hand, is
Caelum
Dec 19 2005, 04:28 AM
QUOTE
Rocket is the preferred variant imo, with large enough ROF it should look like a continuous spray of fire.
This would probably make it look better yes, however i think that i once mentioned burst mode to SW and his response was that multiple "to hit" roles is probably not a good thing. although it would make a nice spread of flames alover the place
roglok
Dec 19 2005, 04:29 AM
QUOTE (Sadist @ Dec 19 2005, 04:26 AM)
Rocket is the preferred variant imo, with large enough ROF it should look like a continuous spray of fire.
Sadist is on the right track here, making a high RoF-but-low-damage-per-shot flameball thrower so that it'll act more along the lines of a flamethrower
Akin to a laser, only this time it fires in pulses.
Caelum
Dec 19 2005, 04:31 AM
Since the flame ammunition causes an area of effect i believe that it doesnt actually damage the target, the flames spread on the ground do, so lowering the damage would probably not be neccesary...
ShadoWarrior
Dec 19 2005, 04:32 AM
QUOTE (Sadist @ Dec 18 2005, 10:26 PM)
Rocket is the preferred variant imo, with large enough ROF it should look like a continuous spray of fire.
It is not, and never will be, a flame-ball machinegun.
@Caelum, the flame ball looks cool as well. What I'll do is update the description of the weapons and send a revised v2.17 archive to Slaughter.
It's a major PITA to not be able to upload to my server. My hosting provider is going to get an earful in the morning. I can hardly wait until they get 24/7 tech support in the new year.
Mirari
Dec 19 2005, 04:32 AM
I distinctly remember flamethrowers in C&C:Red Alert that shot little balls of exlpoding flame. Oh, the nostalgia.
roglok
Dec 19 2005, 04:32 AM
QUOTE (Caelum @ Dec 19 2005, 04:31 AM)
Since the flame ammunition causes an area of effect i believe that it doesnt actually damage the target, the flames spread on the ground do, so lowering the damage would probably not be neccesary...
mmmm, makes me think we got a possible workable flamethrower here

more you spray, the more they should pray
roglok
Dec 19 2005, 04:34 AM
hmm, SW, why not uppp the ante and have an advanced flameball thrower based on plasma? Could open up new weapons in the advanced department meant especially for your more powerful Wargots..
Caelum
Dec 19 2005, 04:35 AM
QUOTE
flame-ball machinegun.

excellent description
QUOTE
@Caelum, the flame ball looks cool as well. What I'll do is update the description of the weapons and send a revised v2.17 archive to Slaughter.
I thought so to

, it is the way i implemented it all in the stand alone mod. i liked the area of effect too much not to do it that way
ShadoWarrior
Dec 19 2005, 04:37 AM
QUOTE (roglok @ Dec 18 2005, 10:34 PM)
hmm, SW, why not uppp the ante and have an advanced flameball thrower based on plasma?
It's called the Plasma Shotgun.
roglok
Dec 19 2005, 04:37 AM
Red Ball of Firey Death +1
err, sorry, couldnt resist XD
EDIT: plasma shotty? umm, I was thinking more along the lines of using the same flame effect, only in a different color, or is this not possible. If it isnt, I'll clam up :x
Caelum
Dec 19 2005, 04:42 AM
its not yet possible, unless you can volunteer to create a different coloured particle effect the same aas the flamethrowers....
oh it needs to be in the correct format too
roglok
Dec 19 2005, 04:45 AM
ahh, and here I was thinking particles = bitmaps :/
Sadist
Dec 19 2005, 04:46 AM
QUOTE
QUOTE
Rocket is the preferred variant imo, with large enough ROF it should look like a continuous spray of fire.
It is not, and never will be, a flame-ball machinegun.
I never said it would be.
ShadoWarrior
Dec 19 2005, 04:50 AM
QUOTE (Sadist @ Dec 18 2005, 10:46 PM)
QUOTE
QUOTE
Rocket is the preferred variant imo, with large enough ROF it should look like a continuous spray of fire.
It is not, and never will be, a flame-ball machinegun.
I never said it would be.
Yes, you did (even though you may not have intended it): "large enough ROF it should look like a continuous spray" means "machinegun". The key words are "large ROF" and "continuous".
In case anyone wonders, yes, I do teach English in real life, as a tutor.
roglok
Dec 19 2005, 04:51 AM
pretty much gathered that from your work SW
Caelum
Dec 19 2005, 04:51 AM
QUOTE
ahh, and here I was thinking particles = bitmaps :/
I doubt it

i dont have any experience in creating or using them so i dont really know, but i think that they are an effect created from emitters placed at certain points on a screen....
ShadoWarrior
Dec 19 2005, 05:15 AM
Updated the mod to version 2.17!
(please see first post in thread for download link)
I've uploaded the file to a free server as I'm still having weird socket error problems trying to upload to my domain hosting provider's server, and Slaughter at StrategyCore is asleep (it's the wee hours of the morning in the UK).
Fixed the flamer (thanks to Caelum), and added a UB model.
Added two wonderful new toys, one for humans, the other for 'borgs.
Enjoy!
ColdStone
Dec 19 2005, 08:20 AM
Hi SW,
I've made some tests with the "bugged" durralloys armours.
For the helmets (light and medium) : it's displayed correctly on male models but too high on female, something like half a head upper than the model.
For The armors (light, medium, and heavy) : those are not displayed but seems to be equipped as well (damages reduce when you take a shot)
And last but not least : you can equip helmets with the duralloy heavy armor ...
Don't know if this can help ...
[EDIT]
After some tests,
I modified the equipment.txt like this for the med dur helmet
model STR "tactical/models/units/humans/human_medium_helmet_female.txt"
It reverted the problem for the med helmet. I'ven't find how the gender is managed for standard armors ... but it seems automatic. For custom one i think we have too create both a male and female model.
I'm still lokking after the display problem of armor parts.
LimXC
Dec 19 2005, 09:51 AM
For the duralloy armours, in the directory share\configs\units you must include and edit the file armour_sr.txt.
This is the record for male light armour:
SubArmour_sr RECORD
_armour_name STR "Light armour"
_subrace_name STR "Male"
variant INT 1
actor INT 0
head INT 1
in_game STR "tactical/models/units/humans/human_light_male.txt"
torso STR "tactical/models/units/humans/heads/torso_m_light.txt"
backpack STR "tactical/models/units/humans/human_lightbackpack_male.txt"
particle STR "tactical/particles/na-use.pgrp"
END_OF_SubArmour_sr
To add the male duralloy light armour, copy and paste the male light armour record and for _armour_name STR change "Light armour" to "Duralloy light armour" . A very important point, other than the very first letter, all the letters must be in lower case so no Duralloy Light Armour otherwise it wouldn't work. This cause me some frustration before I discovered it. This would be the new record:
SubArmour_sr RECORD
_armour_name STR "Duralloy light armour"
_subrace_name STR "Male"
variant INT 1
actor INT 0
head INT 1
in_game STR "tactical/models/units/humans/human_light_male.txt"
torso STR "tactical/models/units/humans/heads/torso_m_light.txt"
backpack STR "tactical/models/units/humans/human_lightbackpack_male.txt"
particle STR "tactical/particles/na-use.pgrp"
END_OF_SubArmour_sr
The same have to be done for all the _subrace_name STR "Male" and "Female" records also. One last thing, for ListOfArmour_sr ARRAY change 193 to the new number of records which in this case is 203, 5 new records for male and another 5 records for female.
I have tested it and now all the duralloy armours and helmets work properly for both male and female. I have not yet test it but I assume this must also be done for the new psionics parts. ShadoWarrior if you want, I can email my edited armour_sr.txt to you.
LimXC
Dec 19 2005, 11:07 AM
After adding new records for the "seer" to armour_sr.txt, the new psionics parts now works properly too.
As ColdStone have stated, the duralloy heavy armour can be worn together with all helments, not so for the normal heavy armour. No idea how to fix this.
ShadoWarrior, for your mod can you change the psi suit mfg_tech to psi suit blueprints and the psi confusor mfg_tech to advanced psi equipment? Their mfg_tech seems to have been mixed up. Looks like a mistake to be able to make psi suit before researching psi suit blueprints and then the psi suit blueprints let you make the psi confusor.
ShadoWarrior
Dec 19 2005, 01:12 PM
Updated the mod to version 2.17a!
(please see first post in thread for download link)
This includes all the fixes that LimXC has indicated were necessary (except for being able to wear a helmet with Duralloy Hvy, as I haven't looked into that yet). Thank you very much, LimXC!!!
EDIT: the file is now hosted on my server (yay!), and is at StrategyCore as well.
ColdStone
Dec 19 2005, 01:22 PM
I've justed tested this release ... and it works.
Duralloy armors are now correctly displayed, for male AND female.
Thx SW and LimXC
SieurNewT
Dec 19 2005, 02:50 PM
Hello All
sorry if i dont browse the 56 threads but i have some problems today making too slow.
My question is about the Shotguns + gyro, i have read posts about this bug but not any fix
Currently they should hit at max about range : 10 if i remember, and when adding a gyro stabilize they hit not only at a crazy range maybe 40 but also they do 100 % accurency at max range (the 40 one) so its probably then the best weapon of all the game, this also works on wargots , exepted at close range somethime they do 0 dmg dont know why, at 5 - 40 range they was doing still more dmg that any other psy / laser / classical gun.
So i remove all stab from my guns but is this a bug only for this weapon or is it the gyro stab that make problem with all weapons, maybe not intended to put a gyro on severals guns ?
LimXC
Dec 19 2005, 02:56 PM
ShadoWarrior and ColdStone, I'm happy to be able to help this great mod.
Tried the flamer, works great against flaster. Too bad the message log does not tell you how much damaged is being inflicted. A rocket shoot out of my flamer for every shot, is this unavoidable due to the game limitation? Why does the underbarrel flamer need heavy equipment training? I mean wouldn't shooting it be like shooting a underbarrel shotgun? Just guessing.
ShadoWarrior
Dec 19 2005, 03:03 PM
SieurNewT, please read
this post and
this post.
Using the forum SEARCH will save you time, and save me from having to repeat my answers.
ShadoWarrior
Dec 19 2005, 03:09 PM
QUOTE (LimXC @ Dec 19 2005, 08:56 AM)
Too bad the message log does not tell you how much damaged is being inflicted.
That's because damage-over-time effects are not logged, only instantaneously-inflicted damage.
QUOTE (LimXC)
A rocket shoot out of my flamer for every shot, is this unavoidable due to the game limitation?
I think so. The graphic display should be a flaming ball. Please let me know if it isn't.
QUOTE (LimXC)
Why does the underbarrel flamer need heavy equipment training? I mean wouldn't shooting it be like shooting a underbarrel shotgun?
Game balance. It's abusive (IMO) if anyone can use flamethrowers. And please, don't give me Ellen Ripley as counter-example. I have to balance gameplay with realism. Sometimes realism loses, however much it offends me (I'm a realism freak).
ShadoWarrior
Dec 19 2005, 03:16 PM
I found two pics of what shotgun flechette ammo looks like, for those of you who are curious.
contents:

effect:

.
roglok
Dec 19 2005, 03:53 PM
those things look like it'll make pincushions of anything it'll hit.
And I imagine the range would just jump a lot (damage decreased as well, since they'll act like arrows anyway

)
ShadoWarrior
Dec 19 2005, 03:58 PM
QUOTE (roglok @ Dec 19 2005, 09:53 AM)
And I imagine the range would just jump a lot
Did you read my changelog entries for v2.16?
Grendel
Dec 19 2005, 04:41 PM
QUOTE
those things look like it'll make pincushions of anything it'll hit
Just some notes on the performance of flechette ammunition, if I may: single flechettes do in fact have an arrow-like trajectory. When fired as packed multiple projectiles, however, a large portion of the flechettes tend to strike the target at an angle other than straight-on. This is why soldiers nicknamed the 155mm flechette canister rounds the 'behive' round, as the flechettes made a buzzing sound as they spun through the air. This also applies to amature 'ballistic testing" I carried out with the specialty 12 guage ammo on 1" plywood.
edit: I just looked at the second pic that ShadoWarrior linked to which illustrates this to some extent (you do not see, of course, the flechettes that bounced off at odd angles)
This does not reduce the overall effectiveness of the rounds though; actually it enhanced terminal performance on soft targets (a straight through flechette does very little terminal damage, a side on however...), so actually the effect is less like a 'pincushion' and more like a shredder.
I'm not sure if this information has any bearing on the current damage model, but I just wanted to clarify...
LimXC
Dec 19 2005, 08:27 PM
ShadoWarrior, i did a comparsion of Caelum's mod equipment.txt and yours. For the flamer and underbarrel flamer flight_particle STR Caelum used "tactical/particles/gun groups/human/flamethrower_flight.pgrp", you used "tactical/particles/energy groups/flamethrower_flight.pgrp". I did a test and Caelum's flamer shoots fire balls while your flamer shoot rockets. I didn't test Caelum's underbarrel flamer but your underbarrel flamer shoots grenades.
Also for trail_particle STR Caelum used "tactical/particles/trails/smoke01.pgrp", don't know if that makes any difference.
ShadoWarrior
Dec 19 2005, 08:38 PM
Updated the mod to version 2.17b!(please see first post in thread for download link)Flamers should now shoot fire balls as intended. Thank you, LimXC!
Glacialis
Dec 19 2005, 08:55 PM
Extracted from pack.txt of 2.17b.
Fluid Vambraces glossary entry contains "Our Advanced Psionics Factories can manufacture capacity vambraces."
ShadoWarrior
Dec 19 2005, 08:58 PM
QUOTE (Glacialis @ Dec 19 2005, 02:55 PM)
Fluid Vambraces glossary entry contains "Our Advanced Psionics Factories can manufacture capacity vambraces."
Thank you. Fixed. It's too minor to warrant yet another release, so it'll be in the next one.
Glacialis
Dec 19 2005, 09:18 PM
Removing this from my previous post since I recently got burned by assuming people will re-read existing posts on the lookout for edits.

Suggestion for a L3 Cyborg-required add-on, Advanced Weapon Link. What would this do? Since I haven't tried the existing Weapon Link, I have no basis for this suggestion but if the "Advanced" psi stuff works by increasing existing bonuses, the same could be done for the AWL. However, I have to wonder if this, being L3-required and all, could incorporate additional technologies. I have also not used the new HUD, but perhaps its functionality -- looks like the built-in scanner is the only unique bit -- could be added into the AWL to make it L3-worthy.
Sorry for suggesting ideas without being able to test the items they're based off of. *shakes fist at the job that pays for his Aftershock addiction*
Addendum: Is it possible for an add-on to increase the rate of fire of a weapon? I was thinking of attempting to reduce the length of time it actually takes to get the weapon firing, indicating increased reflexes and/or the weapon truly as an extension of one's body.
LimXC
Dec 19 2005, 09:26 PM
ShadoWarrior, could you change the fuel cylinder shape to 2x1 instead of 1x2? For cyborgs and psionics the fuel cylinder cannot be put on the belt, only in the backpack. This causes them to be at a disadvantage compared to humans when reloading the flamer.
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