Difference between revisions of "Talk:INTER.DAT"

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Just for reference before I forget. Not sure enough yet for main article page.
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*0x12 (word): y position of the windows (accessed as a byte where I found it but it is most likely a word. x position is accessed as a word)
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== Logging Interception status window messages to file? ==
*0x14 (word): x position(?)
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*0x16 (word): status message (starting at offset 0x397 in [[ENGLISH.DAT]])
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(Spike to Seb76)
*0x18 (word): count down before the status message is cleared
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Dude, if there is any way you could enable your Extender to log the status messages out to a log file that would really help me in figuring out the air combat mechanics. It's very difficult/impossible to reliably read the status messages off the screen. And there are not that many other options to be able to count when a craft hits or misses another craft. But then you are probably way ahead of me on figuring out the mechanics since you are decompiling the logic directly! :)
*0x76 (dword): memory pointer to [[CRAFT.DAT]] entry of the attacking craft
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cheers, [[User:Spike|Spike]] 06:52, 5 July 2009 (EDT)
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== UFO vs UFO, Interceptor vs Interceptor ==
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I wonder how hard it would be to hack INTER.DAT to get a fight going between UFOs or between XCom aircraft? You would need to set the pointers in both directions between [[CRAFT.DAT]] and [[INTER.DAT]]. You might want to force [[LOC.DAT]] as well. If the target was a UFO, the game would know how to operate it, but if the attacker was a UFO would the intercept interface work? Would attack modes work for UFOs? If the game was running an XCom craft, would it know how to use the weapons, and would it handle them running out of ammo?
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If this could be made to work, you could also get situations where 1 XCom craft fights multiple UFOs, i.e. the UFOs are the "attacker".
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If the XCom craft was the "target", you might need to fudge things by giving the XCom craft stats for a built in weapon, if the AI doesn't know how to use weapons attached in weapons pods.
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Maybe some of this could be tested by giving a UFO limited ammo in a regular game. Or trying to arm it with XCom weapons. [[User:Spike|Spike]] 20:03, 14 March 2010 (EDT)
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== Nice work ==
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Thanks Volutar! [[User:Spike|Spike]] 05:24, 13 October 2011 (EDT)

Latest revision as of 09:24, 13 October 2011

Logging Interception status window messages to file?

(Spike to Seb76) Dude, if there is any way you could enable your Extender to log the status messages out to a log file that would really help me in figuring out the air combat mechanics. It's very difficult/impossible to reliably read the status messages off the screen. And there are not that many other options to be able to count when a craft hits or misses another craft. But then you are probably way ahead of me on figuring out the mechanics since you are decompiling the logic directly! :)

cheers, Spike 06:52, 5 July 2009 (EDT)

UFO vs UFO, Interceptor vs Interceptor

I wonder how hard it would be to hack INTER.DAT to get a fight going between UFOs or between XCom aircraft? You would need to set the pointers in both directions between CRAFT.DAT and INTER.DAT. You might want to force LOC.DAT as well. If the target was a UFO, the game would know how to operate it, but if the attacker was a UFO would the intercept interface work? Would attack modes work for UFOs? If the game was running an XCom craft, would it know how to use the weapons, and would it handle them running out of ammo?

If this could be made to work, you could also get situations where 1 XCom craft fights multiple UFOs, i.e. the UFOs are the "attacker".

If the XCom craft was the "target", you might need to fudge things by giving the XCom craft stats for a built in weapon, if the AI doesn't know how to use weapons attached in weapons pods.

Maybe some of this could be tested by giving a UFO limited ammo in a regular game. Or trying to arm it with XCom weapons. Spike 20:03, 14 March 2010 (EDT)

Nice work

Thanks Volutar! Spike 05:24, 13 October 2011 (EDT)