wghost81 Posted September 14, 2014 Share Posted September 14, 2014 After some more research done I can say this. We can move LZ for Abduction, Terror, UFO and Council Assault missions. But not for special scripted missions. First - because Kismet script makes it's own LZ/units placement and second - because of the trigger volumes. Those volumes activate reinforcements, drop-downs and VIP extraction events when "touched". So, if we move LZ for, say, EXALT extraction mission, we completely mess up wave system, as it activates when Operative touches trigger volume and those will be off-route for new LZ placement. So, randomizing something, but pod spawn locations for EXALT missions and drop-down points for Council Rescue missions is out of the question. We could, however, try to script our own special missions, but this requires entirely new R&D. Since random LZ has little meaning without random pods and meld placement, I'm going to rework those mods and integrate them into LZ mod. I found a main volume, which corresponds to the red map border: XGLevelVolume. By calling EncompassesPoint function, I can test if location is inside red map border. I also found that FindClosesValidLocation sometimes fails and there is no indicator, but error output in the log. If it fails, it returns original location, which can be bad. So, FindClosesValidLocation result needs to be validated. Link to comment Share on other sites More sharing options...
Zyxpsilon Posted September 14, 2014 Share Posted September 14, 2014 Been meaning to ask (or suggest) this extra randomizing function if it would be possible. The squad drop "locations" are in direct relation to the LZ configuration. Each individual troopers are always deployed in a similar grid which also puts them all in a tight formation.How difficult could it be to for example; -- Put a "scouting_like" trooper any given number of tiles away from everyone else. 5,10,15.. etc.-- Give the Commander a primary spot.-- Use many kind of formations either at random or directly tied with map conditions, mission types, available fire-power, etc. As in, defuse the nearest Bomb with the closest highest_mobility_trooper ... or even, put anyone worthy on higher grounds if within a min-max range of the LZ. I understand those could require specific coding magic tricks and might even be perceived as worthless variations but since this R&D projects intends to add some cool variables to gameplay, i'd say random initial Squad formations is a good extension to such a principle. Link to comment Share on other sites More sharing options...
wghost81 Posted September 14, 2014 Share Posted September 14, 2014 I can expose all six spawn points in config file for anyone to edit, but it will be very long and boring job. Relative soldiers positions are always the same and actual units placement on those is not random, so you can deploy a certain trooper at certain position by placing him/her in a certain SkyRanger slot. Personally, I don't like the idea of placing scouts, snipers, etc at advantageous positions. Link to comment Share on other sites More sharing options...
Zyxpsilon Posted September 14, 2014 Share Posted September 14, 2014 Naaaa -- if it *IS* too long and boring, let's just forget it. Maybe, one day. But it's true that the starting formation can be adjusted straight from the pre-mission onscreen slots. This is how i always dumped the PSI-Inspiration trooper on the fourth (from the left in a maxed out 6 size squad) so that it would stand dead-smack in the middle of the squad to perform the perk on everyone as first task in the initial turn. With LW though it is -by far- a much more complex setup to handle. LZ priorities are a much more fascinating feature to develop - indeed! ;) Link to comment Share on other sites More sharing options...
ellatan Posted September 16, 2014 Share Posted September 16, 2014 (edited) Installed mutators with Ghost's guidance and everything worked well. We need to find location coordinates for each map as well as wait for Ghost's Meld spawn algorithm to fully implement. Nevertheless it works fine in principle and does give a fresh look for an old map. I'd consider this whole endeavor a significant breakthrough. My only hope is that more people jump in on this because at the moment this is beyond my expertise level, and Ghost seems to be the only person really proficient with it. (Unless Liquid can also make his own successfull mutators from scratch). Also my unfamiliarity with Gui Patcher really gets in the way of understanding the changes as well. Edited September 16, 2014 by ellatan Link to comment Share on other sites More sharing options...
LiQuiD911 Posted September 16, 2014 Share Posted September 16, 2014 (edited) Nope, I have 0 experience with unreal engine and mutators xD @wghost, the spawn volume names for the exalt are known,where they "enter" the map and the position where they stop. Aren't those objects moddable by your scripting? Or the kismet/stream kicks in after your initialization functions? We can always use streams for those customizations, but as we know there would be problems with the map cycler which would treat vatiations as different maps. Edited September 16, 2014 by LiQuiD911 Link to comment Share on other sites More sharing options...
wghost81 Posted September 17, 2014 Share Posted September 17, 2014 XCOM Randomized can be downloaded from Miscellaneous section of Random Alien Pods mod: http://www.nexusmods.com/xcom/mods/470 Randimizes pods, meld and alien drop-downs placement, allows to set new LZ locations. Not very install-friendly ATM, but should work. :smile: Will work on vanilla, should work with LW, but LW old random pods version will override the new one. Also, for LW you have to edit ini files manually and don't have to install EnablePatrol.txt mod. New meld/pod placement algorithm should have no issues like aliens/EXALT floating in air or above water. Meld can sometimes be placed on the high ground, inaccessible without grapple/archangel. LiQuiD911, to move transmitter/encoder we also need to move all the trigger volumes and rewrite embedded wave system to change entry points for reinforcements. It can be done in theory, but doing it manually will require a lot of time and patience. Link to comment Share on other sites More sharing options...
wghost81 Posted September 23, 2014 Share Posted September 23, 2014 Started to work on new LZ locations. So far been able to add 6-7 locations per map. Looks great! :smile: Link to comment Share on other sites More sharing options...
Zyxpsilon Posted September 26, 2014 Share Posted September 26, 2014 (edited) I read (from Ellatan's weekly report) that your "6-7 per map" is based on roughly 54+! maps in total... which is, i must admit, a considerable amount of various gameplay conditions.LW team (and any regular users!) owes you a great deal of thanks for such hard work. Now, let's just hope you weren't too tough (or too easy!) about any particular locations. :wink: LW gameplay features have been multiplied by a factor of at least 600-700% with such new LZ... obviously. Edited September 26, 2014 by Zyxpsilon Link to comment Share on other sites More sharing options...
wghost81 Posted September 30, 2014 Share Posted September 30, 2014 http://www.nexusmods.com/xcom/mods/499 Link to comment Share on other sites More sharing options...
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