prune1 Posted November 19, 2013 Share Posted November 19, 2013 Couple of queries/requests: 1) Is it possible to put back into rotation maps such as: Museum, Museum_Euro, Demolition, which have apparently been removed from EW's possible maps. I think there might be some more, ufopaedia/Hobbes on the 2k forums knows better than I, but those 3 are the ones I remember. 2) Is it possible to have the slingshot/progeny maps come up in standard rotation, where appropriate, especially if you toggle them off? No point wasting good maps is how I see it. Link to comment Share on other sites More sharing options...
Krazyguy75 Posted November 20, 2013 Share Posted November 20, 2013 1. Maybe, I'd have to test. But if so they will lack Meld. 2. No, don't think so, as it'll most likely break a bunch of code. Link to comment Share on other sites More sharing options...
Krazyguy75 Posted November 20, 2013 Share Posted November 20, 2013 It appears not, the game freezes upon loading the maps (presumably, since I set them as new maps and a 90% weight.) Link to comment Share on other sites More sharing options...
prune1 Posted November 20, 2013 Author Share Posted November 20, 2013 Sad to hear it, but thank you very much for trying. Link to comment Share on other sites More sharing options...
Krazyguy75 Posted November 20, 2013 Share Posted November 20, 2013 (edited) I suspect it is trying to find the meld. I could try putting some sort of exception in the upk, 'cept I'm still not very good at writing my own pieces of functions... Edited November 20, 2013 by Krazyguy75 Link to comment Share on other sites More sharing options...
Amineri Posted November 20, 2013 Share Posted November 20, 2013 So it looks like meld is handled by including a bunch of possible meld canister locations within each map. The meld initiation function appears to be in XGBattle_SP : protected function InitMeldContainers() { local array<XComMeldContainerSpawnPoint> arrEasyMeldSpawnPoints, arrHardMeldSpawnPoints; local XComMeldContainerActor kMeldActor; local XComMeldContainerSpawnPoint kSpawnPoint; local XComMeldContainerActor kMeldActor_Arc; foreach AllActors(class'XComMeldContainerSpawnPoint', kSpawnPoint) { if(kSpawnPoint.m_iSpawnGroup == (GetSpawnGroup())) { if(kSpawnPoint.m_eDifficulty == 0) { arrEasyMeldSpawnPoints.AddItem(kSpawnPoint); continue; } if(kSpawnPoint.m_eDifficulty == 1) { arrHardMeldSpawnPoints.AddItem(kSpawnPoint); } } } kMeldActor_Arc = XComMeldContainerActor(DynamicLoadObject("MeldCanister_MOD.MeldCanister_ARC", class'XComMeldContainerActor', false)); if(arrEasyMeldSpawnPoints.Length > 0) { kSpawnPoint = arrEasyMeldSpawnPoints[Rand(arrEasyMeldSpawnPoints.Length)]; kMeldActor = Spawn(class'XComMeldContainerActor', self,, kSpawnPoint.Location,, kMeldActor_Arc); kMeldActor.InitFromSpawnPoint(kSpawnPoint); } if(arrHardMeldSpawnPoints.Length > 0) { kSpawnPoint = arrHardMeldSpawnPoints[Rand(arrHardMeldSpawnPoints.Length)]; kMeldActor = Spawn(class'XComMeldContainerActor', self,, kSpawnPoint.Location,, kMeldActor_Arc); kMeldActor.InitFromSpawnPoint(kSpawnPoint); } //return; } The mapfile object-type for the meld locations must be class'XComMeldContainerSpawnPoint'. These have two difficulties, m_eDifficulty = 0 or 1. It randomly selects 1 easy and 1 hard spawn points and then spawns the class'XComMeldContainerActor' (the class for the actual meld mesh object) for each point. This looks like it should be pretty crash-proof, and shouldn't be failing even if there aren't any MeldContainerSpawnPoints. With a map with no meld spawnpoints:1) First foreach loop will be empty and so will skip2) Meld art asset will be loaded into memory3) Both arrays of easy/hard meld spawnpoints will be empty, so both conditionals will be skipped This particular function should simply exit without having spawned any meldcontainers. It could somehow be related to the timer functions, which I haven't been able to decipher yet. Link to comment Share on other sites More sharing options...
Krazyguy75 Posted November 20, 2013 Share Posted November 20, 2013 What about things like the directional meld indicator and so? Link to comment Share on other sites More sharing options...
kara42 Posted November 22, 2013 Share Posted November 22, 2013 Has anyone tried to insert the new EW maps in the vanilla xcom version DefaultMaps.ini and upk into the directory and see if it loads them? Link to comment Share on other sites More sharing options...
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