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I could do part of the cataloging.. are there any plans for moving exalt missions stuff , bombs and vips?

 

I'll definitely take alternate setups for council and EXALT missions for Long War.

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Posted (edited)

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
Posted (edited)

Here are the EU + EW Abduction maps

 

Only URB_ConvienienceStore_EWI is missing because deserializeAll crashes and I cannot get the level actor

 

Will the UFO maps have more LZ? If yes, which lz do we need? group0?

 

 

Edited by LiQuiD911
Posted

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.

Posted (edited)
  On 9/12/2014 at 2:52 PM, wghost81 said:

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
Posted

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.

Posted
LiQuiD911, you're going to kill me. :smile: Seems, I have found a way to locate SoldierSpawn prefab instances with script. Stop cataloging, I will return with more info later.
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