johnnylump Posted September 12, 2014 Share Posted September 12, 2014 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. Link to comment Share on other sites More sharing options...
LiQuiD911 Posted September 12, 2014 Share Posted September 12, 2014 it is possible to add any exalt on ANY map as far as I know.. trough the magic of streamfiles Link to comment Share on other sites More sharing options...
johnnylump Posted September 12, 2014 Share Posted September 12, 2014 I believe you; I'm subtly trying to farm out the work :) Link to comment Share on other sites More sharing options...
LiQuiD911 Posted September 12, 2014 Share Posted September 12, 2014 (edited) I'm starting with these, if someone else is doing cataloging too, he should make sure we're not doing the sameMaps=( MapFamily="URB_Bar", Name="URB_BarMaps=( MapFamily="URB_Boulevard", Name="URB_BoulevardMaps=( MapFamily="URB_Boulevard", Name="URB_Boulevard_EuroMaps=( 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 September 12, 2014 by LiQuiD911 Link to comment Share on other sites More sharing options...
LiQuiD911 Posted September 12, 2014 Share Posted September 12, 2014 (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 September 12, 2014 by LiQuiD911 Link to comment Share on other sites More sharing options...
wghost81 Posted September 13, 2014 Share Posted September 13, 2014 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. Link to comment Share on other sites More sharing options...
Zyxpsilon Posted September 13, 2014 Share Posted September 13, 2014 (edited) 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 September 13, 2014 by Zyxpsilon Link to comment Share on other sites More sharing options...
wghost81 Posted September 13, 2014 Share Posted September 13, 2014 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. Link to comment Share on other sites More sharing options...
wghost81 Posted September 13, 2014 Share Posted September 13, 2014 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. Link to comment Share on other sites More sharing options...
wghost81 Posted September 13, 2014 Share Posted September 13, 2014 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. Link to comment Share on other sites More sharing options...
Recommended Posts