Sh4dowRunn3r Posted November 19, 2013 Share Posted November 19, 2013 (edited) Maybe someone will find this helpful and maybe I made lots of errors also :tongue:. if((iMonth % 1) == 0) more council missions if(-- m_iTerrorCounter >= 0) more terror missions m_iTerrorCounter = 3; used to set number of abductions instead (and number of ufos till later in file) AddLateMission(iNumCouncil, iNumTerror, m_iTerrorCounter, m_iTerrorCounter); replace number of ufos and number of abductions with previous value iAbductionsAdded = AddNewAbductions(m_iTerrorCounter, iMonth == 0); replace number of abductions with that value if(iNumUFOs < class'XGTacticalGameCore'.default.UFO_LIMIT) set number of ufos to number set in ini file function AIAddNewObjectives() { local array<XComGame.XGGameData.ECountry> arrVisibleTargets; local int iNumAbductions, iNumUFOs, iNumTerror, iMonth, iNumCouncil, iAbductionsAdded; m_iCounter = 0; iMonth = GetMonth(); // End:0x47 if((iMonth % 1) == 0) { AddCouncilMission(); ++ iNumCouncil; } // End:0x9A if(-- m_iTerrorCounter >= 0) { AddNewTerrorMission(AI().DetermineBestTerrorTarget()); ++ iNumTerror; m_iTerrorCounter = 3; } iNumUFOs = 1; iNumAbductions = 1; // End:0x106 if(STORAGE().EverHadItem(171)) { AddLateMission(iNumCouncil, iNumTerror, m_iTerrorCounter, m_iTerrorCounter); } // End:0x16A else { ++ iNumAbductions; // End:0x16A if((GetMonth()) > 0) { // End:0x16A if(((GetMonth()) < 3) || Roll(class'XGTacticalGameCore'.default.EARLY_UFO_CHANCE)) { ++ iNumUFOs; } } } iAbductionsAdded = AddNewAbductions(m_iTerrorCounter, iMonth == 0); // End:0x1C9 if(iAbductionsAdded < iNumAbductions) { iNumUFOs += (iNumAbductions - iAbductionsAdded); } // End:0x21D if(iNumUFOs < class'XGTacticalGameCore'.default.UFO_LIMIT) { iNumUFOs = class'XGTacticalGameCore'.default.UFO_LIMIT; } arrVisibleTargets = DetermineBestVisibleTargets(); AddUFOs(iNumUFOs, arrVisibleTargets); AddNewOverseers(); //return; } B0 4F 00 00 94 25 00 00 00 00 00 00 A8 4F 00 00 00 00 00 00 00 00 00 00 B0 4F 00 00 00 00 00 00 75 01 00 00 13 2A 00 00 5B 02 00 00 BF 01 00 00 0F 01 6B 4F 00 00 25 0F 00 AC 4F 00 00 1B 7D 12 00 00 00 00 00 00 16 07 47 00 9A FD 00 AC 4F 00 00 2C 01 16 25 16 1B A8 00 00 00 00 00 00 00 16 A5 00 AB 4F 00 00 16 07 9A 00 99 A4 01 70 4F 00 00 16 25 16 1B CA 00 00 00 00 00 00 00 19 1B FE 00 00 00 00 00 00 00 16 0A 00 1C 51 00 00 00 1B F8 08 00 00 00 00 00 00 16 4A 16 A5 00 AD 4F 00 00 16 0F 01 70 4F 00 00 2C 03 0F 00 AE 4F 00 00 26 0F 00 AF 4F 00 00 26 07 06 01 19 1B 9A 2E 00 00 00 00 00 00 16 0C 00 A9 4D 00 00 00 1B 14 0F 00 00 00 00 00 00 2C AB 16 1B C1 00 00 00 00 00 00 00 00 AB 4F 00 00 00 AD 4F 00 00 01 70 4F 00 00 01 70 4F 00 00 16 06 6A 01 A5 00 AF 4F 00 00 16 07 6A 01 97 1B 7D 12 00 00 00 00 00 00 16 25 16 07 6A 01 84 96 1B 7D 12 00 00 00 00 00 00 16 2C 03 16 18 29 00 1B DA 29 00 00 00 00 00 00 12 20 36 FE FF FF 09 00 81 FB FF FF 00 02 81 FB FF FF 16 16 A5 00 AE 4F 00 00 16 0F 00 AA 4F 00 00 1B C6 00 00 00 00 00 00 00 01 70 4F 00 00 9A 00 AC 4F 00 00 25 16 16 07 C9 01 96 00 AA 4F 00 00 00 AF 4F 00 00 16 A1 00 AE 4F 00 00 93 00 AF 4F 00 00 00 AA 4F 00 00 16 16 07 1D 02 96 00 AE 4F 00 00 12 20 36 FE FF FF 09 00 CF FA FF FF 00 02 CF FA FF FF 16 0F 00 AE 4F 00 00 12 20 36 FE FF FF 09 00 CF FA FF FF 00 02 CF FA FF FF 0F 00 B0 4F 00 00 1B F9 08 00 00 00 00 00 00 4A 16 1B E7 00 00 00 00 00 00 00 00 AE 4F 00 00 00 B0 4F 00 00 16 1B C7 00 00 00 00 00 00 00 16 04 0B 53 00 00 00 02 00 02 00 02 01 00 00 00 00 00 00 Edited November 19, 2013 by Sh4dowRunn3r Link to comment Share on other sites More sharing options...
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