

List of polygons drawn on the globe surface. Path to a file, which contains polygon and texture information. Also defines mapping between geoscape textures and battlescape appearance. List of ongoing manufacturing projects in the starting base.įlag saying whether the aliens know about your starting base or not.ĭefines the drawing of landmasses and borders on the globe. List of ongoing research projects in the starting base. List of items, soldiers, engineers and/or scientists inbound to the starting base with a specified time lag. List of starting base soldiers, their names, stats and everything else. Latitude of the base location, in radians. Longitude of the base location, in radians. The following table completes the list of highest-level attributes you can use. The easiest way to create this ruleset, is to copy it from an existing saved game, correct the indentation and manually change the actual content.
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If a mod contains more than one type of soldiers, this can also be specified with:ĭetermines number of starting scientists. The default starting base will also be used for New Battle screen.ĭetermines number and type of starting X-Com soldiers. If you don't define some of them, the default starting base will be used instead of the missing ones. In OXCE, you can optionally define different starting bases for each game difficulty using the following top-level names: 36.2 Alternative for single sprites (OXCE only)ĭefines the content of the base at the start of game.
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36.1 Negative indices and cross-referencing other mods.8.6 Waypoints, Shotguns, Range Limits and Accuracy/Power Dropoff.OXCE allows changing how lists are overriden in sub-mods using YAML tags:ĬompatibleAmmo: !info #this tag does not change anything, but when used it will show (in the log file) if the list supports this functionality or notĬompatibleAmmo: !add #now `STR_WEAPON` will have ammo list equal to ``ĬompatibleAmmo: !remove #now `STR_WEAPON` will have ammo list equal to ``.RefNode: *STR_LASER_RIFLE # First, let's inherit everything from the STR_LASER_RIFLE anchor.īigSprite: xxx # And now let's give it a new sprite,ĪccuracyAimed: 160 # increase aimed shot accuracy &STR_LASER_RIFLE # Let's mark laser rifle info with an anchor Below is an example for creating a new Laser Sniper Rifle item from an existing Laser Rifle item: that inherit everything from another existing object and just modify a few attributes to save space, prevent copy/paste mistakes and have automatic update/synch when the original item changes. You can use this to create copies of weapons, armors, facilities, etc. OXCE allows inheritance for almost all types of rulesets, via the refNode attribute.You can find the default listOrders in Ruleset List Order. To override this, you can specify a listOrder attribute. Items are ordered as they come in the ruleset.In general, though, if it works on one operating system, it will work on all operating systems. All file paths are case insensitive, but IDs (such as string IDs, music names, or cutscene names) are case sensitive.Money amounts (prices, costs, etc.) are represented in dollars.World coordinates are represented in degrees (see WORLD.DAT).Boolean (yes/no) values are represented by true/false.

Numerical IDs (used for sprites, sounds, etc.) start at 0, not 1.names) are represented by string IDs from the language files If a value is omitted from the ruleset, the default is used.Anything marked green does not work with OpenXcom (OXC). IMPORTANT: The OpenXcom Extended (OXCE) ruleset is highlighted using light green background, just like the one used in this disclaimer.
