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R&D XCOM Map Alterations


Amineri

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LiQuiD911, I tried to crack TheWorld.PersistentLevel object, but with no luck. It certainly holds all the object references along with some additional data, so removing or adding a map object will require this object to be properly edited too.

 

BTW, we still can use existing streams to create more variations of Council/EXALT missions by moving around LZ, bombs, nodes, capture zones, etc.

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As johnnylump pointed out, the council missions are hardcoded, can you smuggle in additional streams in the code that launches them? The exalt missions modification should be even easier than abduction moding (: Could we throw in an council mission which is capture and hold? but with aliens? :D of course the narrative should be removed but I always find it anoying. And the the outpost and pier council missions are just like abduction ones but with thin men,so I don't see the point of their existence, we could mod those. The decoder/tansmitter are just objects at which the camera is moved when an event occurs(there are also the hud arrows) but they are not neccesary for the mission to work. For Bomb missions it would be better to randomize power node positioning like the meld pods, well.. hoping that the RNG wouldn't be too harsh (but knowing it's xcom it's most likely evil xD)

 

OutpostStream has PersistantLevel too but smaller.. I'll poke around that one.

Edited by LiQuiD911
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LiQuiD911, yes, we'll need to re-script some of the functions, but it is doable. At least, that what I thought while I was poking around Council class some time ago. :smile:

 

OutpostStream seems to be the most smaller one. It removes original LZ and alien objects and adds a new ones. Nothing more, as far as I can see. And, of course, adds narrative.

Edited by wghost81
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I reckon that's Ghost random pod placement code at work. Vanilla has specific alien spawnpoints; if there are none, aliens do not spawn. Ghost RPP code (in Long War) just throws em down.

 

As an aside, I followed your (IIRC) suggestion and got that HQ defense MP map working, so I'll be working on trying to slide it in as a mission soon.

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Yes, Random Pods mod allows any type of pods to be placed on any mission, regardless of original map settings.

 

I haven't yet tried to play SoneOfFacemelt, as I'm working on Mutator for Landing Zones. Kinda tired of hex-editing, want to do something else. :smile:

 

johnnylump, what's wrong with HQ-MP map? Last time I checked, it worked perfectly as abduction map.

Edited by wghost81
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[wild hypothesis] hmm .. if I wanted to code fast line of sight and pathfinding algorithms I would place the game grid data in a highly structured container. Loading would be faster too. I think they might have placed all the data in a single chunk. The persistence file contains large patterns of floating point numbers. Does an image file format using FLOATs exist?[/wild hypothesis] It would probably be easier to hack Firaxis' servers and get the source than decoding those files xD I've made not-so-relevant progress, the ground in CB2_MP_Blank is made out of 16 square tiles, their position is controlled by level actors, units cannot end their turn in an empty space but they can walk trough the space in which there is no ground tile,as long as they end in a valid position. Moving the world origin as I did in my first experiments moves the cover ,leaving all the gfx in place,

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