wghost81 Posted September 8, 2014 Share Posted September 8, 2014 Found it: UPK_FILE=URB_ResearchOutpost_Stream.upk OBJECT=TheWorld.PersistentLevel.Main_Sequence.SeqEvent_LevelLoaded_1 FIND_CODE=<TheWorld.PersistentLevel.Main_Sequence.SeqAct_ForceLOD_0> MODDED_CODE=<NullRef> OBJECT=TheWorld.PersistentLevel.Main_Sequence REL_OFFSET=32 [MODDED_CODE] <TheWorld.PersistentLevel.Main_Sequence.SeqEvent_LevelLoaded_1> <TheWorld.PersistentLevel.Main_Sequence.SeqAct_RemoveActor_2> <TheWorld.PersistentLevel.Main_Sequence.SeqVar_Object_3> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> Abduction working as expected: one LZ, no special narrative, usual win conditions. Now it's just a matter of recalculating all the Locations for all 10 LZ objects. For every entrance on every map we want to change. :smile: Since Ranger is part of the original map, not a stream map, it can't be moved ATM. Link to comment Share on other sites More sharing options...
LiQuiD911 Posted September 8, 2014 Share Posted September 8, 2014 Before relocating, try this //--------------------------------------EXTRACTION POINT HIGHLIGHT-----------------------------------------------// //Vector (X, Y, Z) = (0x4500FFFF, 0xC41BFFFE, 0x423FFFFF) = (2064, -624, 48) OFFSET=0x0002455a MODDED_CODE= <%f -3600><%f 384><%f 16> // Vector(x,y,z) /* BROKEN //Rotator (Pitch, Yaw, Roll) = (0x00000000, 0x00004000, 0x00000000) = (0, 16384, 0) OFFSET=0x000024586 //Pitch REL_OFFSET=0 INT= 0 //Yaw REL_OFFSET=4 FLOAT= 16384 //Roll REL_OFFSET=8 INT=0 */ //--------------------------------------EXTRACTION POINT HIGHLIGHT-----------------------------------------------// //-------------------------------------------EXTRACTION VOLUME----------------------------------------------------// //Vector (X, Y, Z) = (0x451BFA51, 0xC44C186A, 0x42BDC2B7) = (2495.64, -816.381, 94.8803) OFFSET=0x0002445c MODDED_CODE= <%f -3600><%f 384><%f 96> // Vector(x,y,z) //-------------------------------------------EXTRACTION VOLUME----------------------------------------------------// Link to comment Share on other sites More sharing options...
wghost81 Posted September 8, 2014 Share Posted September 8, 2014 LiQuiD911, separate tokens with spaces: //--------------------------------------EXTRACTION POINT HIGHLIGHT-----------------------------------------------// //Vector (X, Y, Z) = (0x4500FFFF, 0xC41BFFFE, 0x423FFFFF) = (2064, -624, 48) OFFSET=0x0002455a MODDED_CODE= <%f -3600> <%f 384> <%f 16> // Vector(x,y,z) /* BROKEN //Rotator (Pitch, Yaw, Roll) = (0x00000000, 0x00004000, 0x00000000) = (0, 16384, 0) OFFSET=0x000024586 //Pitch REL_OFFSET=0 INT= 0 //Yaw REL_OFFSET=4 FLOAT= 16384 //Roll REL_OFFSET=8 INT=0 */ //--------------------------------------EXTRACTION POINT HIGHLIGHT-----------------------------------------------// //-------------------------------------------EXTRACTION VOLUME----------------------------------------------------// //Vector (X, Y, Z) = (0x451BFA51, 0xC44C186A, 0x42BDC2B7) = (2495.64, -816.381, 94.8803) OFFSET=0x0002445c MODDED_CODE= <%f -3600> <%f 384> <%f 96> // Vector(x,y,z) //-------------------------------------------EXTRACTION VOLUME----------------------------------------------------// Link to comment Share on other sites More sharing options...
LiQuiD911 Posted September 8, 2014 Share Posted September 8, 2014 (edited) The spawnpoints in the base map are named from 1 to 7.. and in the stream from 6 to 11, do you think this could be a problem? I am trying to figure out why moving spawnpoints isn't working.Yessir, I'll add spaces immediately (: Edited September 8, 2014 by LiQuiD911 Link to comment Share on other sites More sharing options...
wghost81 Posted September 8, 2014 Share Posted September 8, 2014 A tutorial on how to make a separate streaming package:1. Copy URB_ResearchOutpost_Stream.upk to Base_LZ_Mod_Stream_0000000.upk2. Apply mod file to rename a package and remove kismet scripts: UPK_FILE=Base_LZ_Mod_Stream_0000000.upk RENAME=URB_ResearchOutpost_Stream:Base_LZ_Mod_Stream_0000000 OBJECT=TheWorld.PersistentLevel.Main_Sequence.SeqEvent_LevelLoaded_1 FIND_CODE=<TheWorld.PersistentLevel.Main_Sequence.SeqAct_ForceLOD_0> MODDED_CODE=<NullRef> OBJECT=TheWorld.PersistentLevel.Main_Sequence REL_OFFSET=32 [MODDED_CODE] <TheWorld.PersistentLevel.Main_Sequence.SeqEvent_LevelLoaded_1> <TheWorld.PersistentLevel.Main_Sequence.SeqAct_RemoveActor_2> <TheWorld.PersistentLevel.Main_Sequence.SeqVar_Object_3> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> <NullRef> 3. Add test map to DefaultMaps.ini: Maps=( MapFamily="URB_PoliceStation", Name="URB_PoliceStation", DisplayName="URB_PoliceStation Stream Test", MissionType=eMission_Abduction, bInRotation=True, TimeOfDay=eMissionTime_Day, ShipType=eShip_None, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=False, InitialChance=20, InitialGain=1.05, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="Base_LZ_Mod_Stream_0000000", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ), StreamingMaps[1]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) 4. Test with developers menu as tactical mission. Map is winnable, LZ is working, you can evacuate normally using it. SonOfFacemelt is not winnable. Seems, it just lacks win condition. Link to comment Share on other sites More sharing options...
wghost81 Posted September 8, 2014 Share Posted September 8, 2014 (edited) LiQuiD911, I'm a bad programmer, so I'm just not sure you won't have any bugs with no spaces between tokens. I tried to, but I'm not sure. :smile: Spawn point objects are:TheWorld.PersistentLevel.XComSpawnPoint_10TheWorld.PersistentLevel.XComSpawnPoint_11TheWorld.PersistentLevel.XComSpawnPoint_6TheWorld.PersistentLevel.XComSpawnPoint_7TheWorld.PersistentLevel.XComSpawnPoint_8TheWorld.PersistentLevel.XComSpawnPoint_9 Use OBJECT key to select spawn point and FIND_CODE to move write pointer: OBJECT=TheWorld.PersistentLevel.XComSpawnPoint_10 FIND_CODE=<Location> <StructProperty> <%u 0xC> <%u 0> <Vector>:END MODDED_CODE=<%f XXXX> <%f XXXX> <%f XXXX> // change XXXX to actual numbers Edited September 8, 2014 by wghost81 Link to comment Share on other sites More sharing options...
LiQuiD911 Posted September 8, 2014 Share Posted September 8, 2014 (edited) Try this: copy any abduction entry in defaultmaps, change the name to Name="DEMO_SonOfFacemelt". I am not sure if it is neccesary but delete Sons' stream and add a copy of the outpost one. LOL I am waaay behind you in PatchUPK coding Edited September 8, 2014 by LiQuiD911 Link to comment Share on other sites More sharing options...
wghost81 Posted September 8, 2014 Share Posted September 8, 2014 LiQuiD911, I did. If you type "killaliens" to console, do you win the mission? I don't. Link to comment Share on other sites More sharing options...
johnnylump Posted September 8, 2014 Share Posted September 8, 2014 (edited) A tutorial on how to make a separate streaming package: Thanks for this. I'm unclear how to translate to upkmodder syntax, so you may have made a regular patchupk user out of me. I take it that this simply loads a streaming map that does nothing. Is the next step to add the lines that Liquid is developing that move the XCOM spawn/extraction point? (And I can more than live with the Skyranger staying put). Edited September 8, 2014 by johnnylump Link to comment Share on other sites More sharing options...
LiQuiD911 Posted September 8, 2014 Share Posted September 8, 2014 (edited) I kill them the old fashioned way xD with riffles and granades. Edit: wait.. kill aliens with radius also works o_O Edited September 8, 2014 by LiQuiD911 Link to comment Share on other sites More sharing options...
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