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R&D XCOM Map Alterations


Amineri

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I'm starting with these, if someone else is doing cataloging too, he should make sure we're not doing the same

Maps=( MapFamily="URB_Bar", Name="URB_Bar
Maps=( MapFamily="URB_Boulevard", Name="URB_Boulevard
Maps=( MapFamily="URB_Boulevard", Name="URB_Boulevard_Euro
Maps=( MapFamily="URB_CemeteryGrand", Name="URB_CemeteryGrand"
Maps=( MapFamily="URB_CommercialStreet", Name="URB_CommercialStreet",
Maps=( MapFamily="URB_FastFood", Name="URB_FastFood",
Maps=( MapFamily="URB_HighwayBridge", Name="URB_HighwayBridge",
Maps=( MapFamily="URB_HighwayConstruction", Name="URB_HighwayConstruction",
Maps=( MapFamily="URB_IndustrialOffice", Name="URB_IndustrialOffice",

 

edit: hey , boulevard has 22 spawn points :blink: ah it's the multiplayer start points, we need the ones with tag "Group[NUMBER]"

 

@ghost, what is the pointInSpace used for? it has archetype SoldierSpawns_DrpshipVol_12Arc1

 

a fast way to find the lz actor and volume: install a freeware program called AstroGrep, decompress and deserializeAll a map, using astrogrep search for the string "SoldierSpawns_DrpshipVol" in <map>/TheWorld.

 

The volume has archetype "SoldierSpawns_DrpshipVol_Arc0" and the highlight has "SoldierSpawns_DrpshipVol_12Arc0".

Edited by LiQuiD911
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I forgot to remove debug code, so anyone using the mod will be playing at 4x speed. :smile:

 

LiQuiD911, search for SoldierSpawns text inside deserialized PersistentLevel objects. Point in space is a central point for the SoldierSpawns prefab. I don't know if it is used in game, but I'm moving it too to be on a safe side.

 

Crash was caused by Box object incorrect deserialization. Uploaded v.5.5 of UPKUtils with this bug fixed.

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Spawn points inside extraction volume: http://steamcommunity.com/sharedfiles/filedetails/?id=313000684 (bad location, btw, as it makes this map very easy to win).

 

Revenge of the "Cheezy Height Advantages stick a tongue by idled sectoids waiting to take pot-shots at a General standing behind a red truck" kinda stuff?

Weeeewwww -- this is getting better by the minute. :wink:

Edited by Zyxpsilon
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Some guidance on how to calculate LZ and spawn location.

 

http://i.imgur.com/yXWZlWV.jpg

 

Use "ShowDebug" console command to see cursor Location info. StartLoc vector defines the central point of Evac Zone. Evac Zone direction on this picture corresponds to ELZD_North and defines Evac Zone rotation and soldiers facing direction.

 

http://i.imgur.com/Dz4SMtp.jpg

 

AltSpawnLoc vector defines a staring point for middle soldier. AltSpawnDir defines soldiers facing direction.

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I'm working on hiding/moving a SkyRanger. :smile:

 

Here's my experiment on hiding it: http://steamcommunity.com/sharedfiles/filedetails/?id=313348944

 

I can also confirm that I found a reliable way to retrieve LZ objects directly from map, so there's no more need to find and manually enter those objects. I'll upload an updated mod version soon after some more SkyRanger experiments.

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