wghost81 Posted May 13, 2014 Author Share Posted May 13, 2014 (edited) Sorry, forgot to post the code for squad selection screen changes: OBJECT=XGChooseSquadUI.UpdateObjective:AUTO [REPLACEMENT_CODE] //eObj = OBJECTIVES().m_eObjective 0F 00 <.eObj> 19 1B <OBJECTIVES> 16 09 00 <XGObjectiveManager.m_eObjective> 00 01 <XGObjectiveManager.m_eObjective> //m_ltxtObjective.strLabel = "Mission Information:" 0F 35 <XComGame.XGTacticalScreenMgr.TLabeledText.strLabel> <XComGame.XGTacticalScreenMgr.TLabeledText> 00 01 01 <@m_ltxtObjective> 1F <%t "Mission information:"> //m_ltxtObjective.StrValue = "Map:<br>" $ Left(m_kMission.m_kDesc.m_strMapName, InStr(m_kMission.m_kDesc.m_strMapName, " ")) 0F 35 <XComGame.XGTacticalScreenMgr.TLabeledText.StrValue> <XComGame.XGTacticalScreenMgr.TLabeledText> 00 01 01 <@m_ltxtObjective> 70 1F 4D 61 70 3A 3C 62 72 3E 00 80 19 19 01 <@m_kMission> 09 00 <XGMission.m_kDesc> 00 01 <XGMission.m_kDesc> 09 00 <XComGame.XGBattleDesc.m_strMapName> 00 01 <XComGame.XGBattleDesc.m_strMapName> 7E 19 19 01 <@m_kMission> 09 00 <XGMission.m_kDesc> 00 01 <XGMission.m_kDesc> 09 00 <XComGame.XGBattleDesc.m_strMapName> 00 01 <XComGame.XGBattleDesc.m_strMapName> 1F 20 00 4A 4A 4A 16 16 16 //if(eObj != 0) 07 [@end] 9B 38 3A 00 <.eObj> 38 3A 24 00 16 //kObjective = TECHTREE().GetTObjective(eObj) 0F 00 <.kObjective> 19 1B <TECHTREE> 16 13 00 <XGTechTree.GetTObjective.ReturnValue> 00 1B <GetTObjective> 00 <.eObj> 16 //kObjective.arrSubObjectives = OBJECTIVES().GetSubObjectives(eObj) 0F 35 <XGStrategyActorNativeBase.TGameObjective.arrSubObjectives> <XGStrategyActorNativeBase.TGameObjective> 00 01 00 <.kObjective> 19 1B <OBJECTIVES> 16 13 00 <XGObjectiveManager.GetSubObjectives.ReturnValue> 00 1B <GetSubObjectives> 00 <.eObj> 16 //m_ltxtObjective.strLabel = m_strCurrObj //0F 35 <XComGame.XGTacticalScreenMgr.TLabeledText.strLabel> <XComGame.XGTacticalScreenMgr.TLabeledText> 00 01 01 <@m_ltxtObjective> 01 <@m_strCurrObj> //m_ltxtObjective.StrValue $= "<br>" $ m_strCurrObj $ "<br>" 0E <Core.Object.ConcatEqual_StrStr.ReturnValue> 61 42 35 <XComGame.XGTacticalScreenMgr.TLabeledText.StrValue> <XComGame.XGTacticalScreenMgr.TLabeledText> 00 01 01 <@m_ltxtObjective> 70 70 1F 3C 62 72 3E 00 01 <@m_strCurrObj> 16 1F 3C 62 72 3E 00 16 16 //iSub = 0 0F 00 <.iSub> 25 [#loop1] //if(iSub < kObjective.arrSubObjectives.Length) 07 [@end] 96 00 <.iSub> 36 35 <XGStrategyActorNativeBase.TGameObjective.arrSubObjectives> <XGStrategyActorNativeBase.TGameObjective> 00 00 00 <.kObjective> 16 //if(kObjective.arrSubObjectives[iSub].eStatus == 2) 07 [@label2] 9A 38 3A 35 <XGStrategyActorNativeBase.TSubObjective.eStatus> <XGStrategyActorNativeBase.TSubObjective> 00 00 10 00 <.iSub> 35 <XGStrategyActorNativeBase.TGameObjective.arrSubObjectives> <XGStrategyActorNativeBase.TGameObjective> 00 00 00 <.kObjective> 38 3A 24 02 16 //goto label3 06 [@label3] //goto label3 06 [@label3] [#label2] //self.m_ltxtObjective.StrValue $= kObjective.arrSubObjectives[iSub].strObjective 0E <Core.Object.ConcatEqual_StrStr.ReturnValue> 61 42 35 <XComGame.XGTacticalScreenMgr.TLabeledText.StrValue> <XComGame.XGTacticalScreenMgr.TLabeledText> 00 01 19 17 09 00 <@m_ltxtObjective> 00 01 <@m_ltxtObjective> 35 <XGStrategyActorNativeBase.TSubObjective.strObjective> <XGStrategyActorNativeBase.TSubObjective> 00 00 10 00 <.iSub> 35 <XGStrategyActorNativeBase.TGameObjective.arrSubObjectives> <XGStrategyActorNativeBase.TGameObjective> 00 00 00 <.kObjective> 16 //goto end 06 [@end] [#label3] //++ iSub A5 00 <.iSub> 16 //goto J0x106 06 [@loop1] [#end] //return 04 0B //EOS 53 Texts like "Mission Information" and "Map" should probably be moved to localization files. Edited May 13, 2014 by wghost81 Link to comment Share on other sites More sharing options...
wghost81 Posted May 13, 2014 Author Share Posted May 13, 2014 (edited) First attempt on map info for abduction selection screen: http://i.imgur.com/KvBXff5.jpg Difficulty info added to panic label. My attempts to change panic label color with difficulty level were unsuccessful: game simply ignores me. :smile: So default label color only. Long lines get cropped: http://i.imgur.com/dejhT91.jpg So we can fit in only short map description here ("Close Quarters"), leaving long descriptions for squad selection screen ("Close Quarters: Expect contact shortly after touching down"). Code: OBJECT=XGMissionControlUI.UpdateAbduction:AUTO [REPLACEMENT_CODE] //kTag = XGParamTag(XComEngine(class'Engine'.static.GetEngine()).LocalizeContext.FindTag("XGParam")) 0F 00 <.kTag> 2E <XComGame.XGParamTag> 19 19 2E <XComGame.XComEngine> 12 20 <Engine.Engine> 0A 00 <Engine.Engine.GetEngine.ReturnValue> 00 1C <Engine.Engine.GetEngine> 16 09 00 <XComGame.XComEngine.LocalizeContext> 00 01 <XComGame.XComEngine.LocalizeContext> 13 00 <XComGame.XGLocalizeContext.FindTag.ReturnValue> 00 1B <FindTag> 1F <%t "XGParam"> 16 //kAbduct.iSelected = m_kAbductInfo.iSelected 0F 35 <@TMCAbduct.iSelected> <@TMCAbduct> 00 01 00 <.kAbduct> 35 <@TMCAbduct.iSelected> <@TMCAbduct> 00 00 01 <@m_kAbductInfo> //kAbduct.iPrevSelection = m_kAbductInfo.iPrevSelection 0F 35 <@TMCAbduct.iPrevSelection> <@TMCAbduct> 00 01 00 <.kAbduct> 35 <@TMCAbduct.iPrevSelection> <@TMCAbduct> 00 00 01 <@m_kAbductInfo> //if(kAbduct.iSelected == -1) 07 [@label1] 9A 35 <@TMCAbduct.iSelected> <@TMCAbduct> 00 00 00 <.kAbduct> 1D FF FF FF FF 16 //kAbduct.iSelected = 0 0F 35 <@TMCAbduct.iSelected> <@TMCAbduct> 00 01 00 <.kAbduct> 25 [#label1] //GEOSCAPE().ShowHoloEarth() 19 1B <GEOSCAPE> 16 0A 00 <NullRef> 00 1B <ShowHoloEarth> 16 //GEOSCAPE().Pause() 19 1B <GEOSCAPE> 16 0A 00 <NullRef> 00 1B <Pause> 16 //kAbduct.mnuSites.strLabel = m_strLabelAbductionSites 0F 35 <XComGame.XGTacticalScreenMgr.TMenu.strLabel> <XComGame.XGTacticalScreenMgr.TMenu> 00 00 35 <@TMCAbduct.mnuSites> <@TMCAbduct> 00 01 00 <.kAbduct> 01 <@m_strLabelAbductionSites> //foreach GEOSCAPE().m_arrMissions(kMission,) 58 19 1B <GEOSCAPE> 16 DE 00 <XGGeoscape.m_arrMissions> 00 01 <XGGeoscape.m_arrMissions> 00 <.kMission> 00 4A [@IP] //if(kMission.m_iMissionType == 2) 07 [@label2] 9A 19 00 <.kMission> 09 00 <XGMission.m_iMissionType> 00 01 <XGMission.m_iMissionType> 2C 02 16 //kAbduct.arrAbductions.AddItem(kMission) 55 35 <@TMCAbduct.arrAbductions> <@TMCAbduct> 00 00 00 <.kAbduct> 0A 00 00 <.kMission> 16 //kOption.strText = kMission.GetLocationString() 0F 35 <XComGame.XGTacticalScreenMgr.TMenuOption.strText> <XComGame.XGTacticalScreenMgr.TMenuOption> 00 01 00 <.kOption> 19 00 <.kMission> 0A 00 <XGMission.GetLocationString.ReturnValue> 00 1B <GetLocationString> 16 //kAbduct.mnuSites.arrOptions.AddItem(kOption) 55 35 <XComGame.XGTacticalScreenMgr.TMenu.arrOptions> <XComGame.XGTacticalScreenMgr.TMenu> 00 00 35 <@TMCAbduct.mnuSites> <@TMCAbduct> 00 00 00 <.kAbduct> 0A 00 00 <.kOption> 16 [#label2] //IN 31 [#IP] //IP 30 //kCountry = Country(kAbduct.arrAbductions[kAbduct.iPrevSelection].GetCountry()) 0F 00 <.kCountry> 1B <Country> 19 10 35 <@TMCAbduct.iPrevSelection> <@TMCAbduct> 00 00 00 <.kAbduct> 35 <@TMCAbduct.arrAbductions> <@TMCAbduct> 00 00 00 <.kAbduct> 0A 00 <XGMission.GetCountry.ReturnValue> 00 1B <GetCountry> 16 16 //GEOSCAPE().ClearCountryPulse(byte(kCountry.m_kTCountry.iEnum)) 19 1B <GEOSCAPE> 16 3D 00 <NullRef> 00 1B <ClearCountryPulse> 38 3D 35 <XGStrategyActorNativeBase.TCountry.iEnum> <XGStrategyActorNativeBase.TCountry> 00 00 19 00 <.kCountry> 09 00 <XGCountry.m_kTCountry> 00 01 <XGCountry.m_kTCountry> 16 //kMission = kAbduct.arrAbductions[kAbduct.iSelected] 0F 00 <.kMission> 10 35 <@TMCAbduct.iSelected> <@TMCAbduct> 00 00 00 <.kAbduct> 35 <@TMCAbduct.arrAbductions> <@TMCAbduct> 00 00 00 <.kAbduct> //kCountry = Country(kMission.GetCountry()) 0F 00 <.kCountry> 1B <Country> 19 00 <.kMission> 0A 00 <XGMission.GetCountry.ReturnValue> 00 1B <GetCountry> 16 16 //kAbduct.txtCountryName.StrValue = kCountry.GetName() 0F 35 <XComGame.XGTacticalScreenMgr.TText.StrValue> <XComGame.XGTacticalScreenMgr.TText> 00 00 35 <@TMCAbduct.txtCountryName> <@TMCAbduct> 00 01 00 <.kAbduct> 19 00 <.kCountry> 0B 00 <XGCountry.GetName.ReturnValue> 00 1B <GetName> 4A 16 //kAbduct.txtCountryName.iState = 5 0F 35 <XComGame.XGTacticalScreenMgr.TText.iState> <XComGame.XGTacticalScreenMgr.TText> 00 00 35 <@TMCAbduct.txtCountryName> <@TMCAbduct> 00 01 00 <.kAbduct> 2C 05 //kAbduct.iPanicLevel = kCountry.GetPanicBlocks() 0F 35 <@TMCAbduct.iPanicLevel> <@TMCAbduct> 00 01 00 <.kAbduct> 19 00 <.kCountry> 0A 00 <XGCountry.GetPanicBlocks.ReturnValue> 00 1B <GetPanicBlocks> 16 //kAbduct.txtPanicLabel.StrValue = m_strLabelPanicLevel //0F 35 <XComGame.XGTacticalScreenMgr.TText.StrValue> <XComGame.XGTacticalScreenMgr.TText> 00 00 35 <@TMCAbduct.txtPanicLabel> <@TMCAbduct> 00 01 00 <.kAbduct> 01 <@m_strLabelPanicLevel> //kAbduct.txtPanicLabel.iState = 4 //0F 35 <XComGame.XGTacticalScreenMgr.TText.iState> <XComGame.XGTacticalScreenMgr.TText> 00 00 35 <@TMCAbduct.txtPanicLabel> <@TMCAbduct> 00 01 00 <.kAbduct> 2C 04 //kAbduct.iMissionDiffLevel = kMission.m_eDifficulty 0F 35 <@TMCAbduct.iMissionDiffLevel> <@TMCAbduct> 00 01 00 <.kAbduct> 38 3A 19 00 <.kMission> 09 00 <XGMission.m_eDifficulty> 00 01 <XGMission.m_eDifficulty> //kAbduct.txtMissionDifficulty.strLabel = m_strLabelDifficulty //0F 35 <XComGame.XGTacticalScreenMgr.TLabeledText.strLabel> <XComGame.XGTacticalScreenMgr.TLabeledText> 00 00 35 <@TMCAbduct.txtMissionDifficulty> <@TMCAbduct> 00 01 00 <.kAbduct> 01 <@m_strLabelDifficulty> //kAbduct.txtMissionDifficulty.strLabel = "Map:" 0F 35 <XComGame.XGTacticalScreenMgr.TLabeledText.strLabel> <XComGame.XGTacticalScreenMgr.TLabeledText> 00 00 35 <@TMCAbduct.txtMissionDifficulty> <@TMCAbduct> 00 01 00 <.kAbduct> 1F <%t "Map:"> //kAbduct.txtMissionDifficulty.StrValue = GetMissionDiffString(kMission.m_eDifficulty) //0F 35 <XComGame.XGTacticalScreenMgr.TLabeledText.StrValue> <XComGame.XGTacticalScreenMgr.TLabeledText> 00 00 35 <@TMCAbduct.txtMissionDifficulty> <@TMCAbduct> 00 01 00 <.kAbduct> 1B <GetMissionDiffString> 19 00 <.kMission> 09 00 <XGMission.m_eDifficulty> 00 01 <XGMission.m_eDifficulty> 16 //kAbduct.txtMissionDifficulty.StrValue = Left(kMission.m_kDesc.m_strMapName, InStr(kMission.m_kDesc.m_strMapName, " ")) 0F 35 <XComGame.XGTacticalScreenMgr.TLabeledText.StrValue> <XComGame.XGTacticalScreenMgr.TLabeledText> 00 00 35 <@TMCAbduct.txtMissionDifficulty> <@TMCAbduct> 00 01 00 <.kAbduct> 80 19 19 00 <.kMission> 09 00 <XGMission.m_kDesc> 00 01 <XGMission.m_kDesc> 09 00 <XComGame.XGBattleDesc.m_strMapName> 00 01 <XComGame.XGBattleDesc.m_strMapName> 7E 19 19 00 <.kMission> 09 00 <XGMission.m_kDesc> 00 01 <XGMission.m_kDesc> 09 00 <XComGame.XGBattleDesc.m_strMapName> 00 01 <XComGame.XGBattleDesc.m_strMapName> 1F 20 00 4A 4A 4A 16 16 //kAbduct.txtMissionDifficulty.iState = 4 0F 35 <XComGame.XGTacticalScreenMgr.TLabeledText.iState> <XComGame.XGTacticalScreenMgr.TLabeledText> 00 00 35 <@TMCAbduct.txtMissionDifficulty> <@TMCAbduct> 00 01 00 <.kAbduct> 2C 04 //kAbduct.txtPanicLabel.StrValue = "Panic (" @ GetMissionDiffString(kMission.m_eDifficulty) @ "):" 0F 35 <XComGame.XGTacticalScreenMgr.TText.StrValue> <XComGame.XGTacticalScreenMgr.TText> 00 00 35 <@TMCAbduct.txtPanicLabel> <@TMCAbduct> 00 01 00 <.kAbduct> 70 70 1F <%t "Panic ("> 1B <GetMissionDiffString> 19 00 <.kMission> 09 00 <XGMission.m_eDifficulty> 00 01 <XGMission.m_eDifficulty> 16 16 1F <%t "):"> 16 //if(kAbduct.iMissionDiffLevel == 0) 07 [@label3] 9A 35 <@TMCAbduct.iMissionDiffLevel> <@TMCAbduct> 00 00 00 <.kAbduct> 25 16 //kAbduct.txtMissionDifficulty.iState = 2 //0F 35 <XComGame.XGTacticalScreenMgr.TLabeledText.iState> <XComGame.XGTacticalScreenMgr.TLabeledText> 00 00 35 <@TMCAbduct.txtMissionDifficulty> <@TMCAbduct> 00 01 00 <.kAbduct> 2C 02 //kAbduct.txtPanicLabel.iState = 2 0F 35 <XComGame.XGTacticalScreenMgr.TText.iState> <XComGame.XGTacticalScreenMgr.TText> 00 00 35 <@TMCAbduct.txtPanicLabel> <@TMCAbduct> 00 01 00 <.kAbduct> 2C 02 //goto J0x696 06 [@label4] [#label3] //if(kAbduct.iMissionDiffLevel == 1) 07 [@label5] 9A 35 <@TMCAbduct.iMissionDiffLevel> <@TMCAbduct> 00 00 00 <.kAbduct> 26 16 //kAbduct.txtMissionDifficulty.iState = 4 //0F 35 <XComGame.XGTacticalScreenMgr.TLabeledText.iState> <XComGame.XGTacticalScreenMgr.TLabeledText> 00 00 35 <@TMCAbduct.txtMissionDifficulty> <@TMCAbduct> 00 01 00 <.kAbduct> 2C 04 //kAbduct.txtPanicLabel.iState = 4 0F 35 <XComGame.XGTacticalScreenMgr.TText.iState> <XComGame.XGTacticalScreenMgr.TText> 00 00 35 <@TMCAbduct.txtPanicLabel> <@TMCAbduct> 00 01 00 <.kAbduct> 2C 04 //goto J0x696 06 [@label4] [#label5] //kAbduct.txtMissionDifficulty.iState = 3 //0F 35 <XComGame.XGTacticalScreenMgr.TLabeledText.iState> <XComGame.XGTacticalScreenMgr.TLabeledText> 00 00 35 <@TMCAbduct.txtMissionDifficulty> <@TMCAbduct> 00 01 00 <.kAbduct> 2C 03 //kAbduct.txtPanicLabel.iState = 3 0F 35 <XComGame.XGTacticalScreenMgr.TText.iState> <XComGame.XGTacticalScreenMgr.TText> 00 00 35 <@TMCAbduct.txtPanicLabel> <@TMCAbduct> 00 01 00 <.kAbduct> 2C 03 [#label4] //kAbduct.txtReward = BuildRewardString(kMission) 0F 35 <@TMCAbduct.txtReward> <@TMCAbduct> 00 01 00 <.kAbduct> 1B <BuildRewardString> 00 <.kMission> 16 //kAbduct.txtCurrFunding.strLabel = m_strLabelCurrentFunding 0F 35 <XComGame.XGTacticalScreenMgr.TLabeledText.strLabel> <XComGame.XGTacticalScreenMgr.TLabeledText> 00 00 35 <@TMCAbduct.txtCurrFunding> <@TMCAbduct> 00 01 00 <.kAbduct> 01 <@m_strLabelCurrentFunding> //if(kCountry.GetCurrentFunding() > 0) 07 [@label6] 97 19 00 <.kCountry> 0A 00 <XGCountry.GetCurrentFunding.ReturnValue> 00 1B <GetCurrentFunding> 16 25 16 //kTag.StrValue0 = ConvertCashToString(kCountry.GetCurrentFunding()) 0F 19 00 <.kTag> 09 00 <XComGame.XGParamTag.StrValue0> 00 01 <XComGame.XGParamTag.StrValue0> 1B <ConvertCashToString> 19 00 <.kCountry> 0A 00 <XGCountry.GetCurrentFunding.ReturnValue> 00 1B <GetCurrentFunding> 16 16 //kAbduct.txtCurrFunding.StrValue = class'XComLocalizer'.static.ExpandString(m_strLabelCashPerMonth) 0F 35 <XComGame.XGTacticalScreenMgr.TLabeledText.StrValue> <XComGame.XGTacticalScreenMgr.TLabeledText> 00 00 35 <@TMCAbduct.txtCurrFunding> <@TMCAbduct> 00 01 00 <.kAbduct> 12 20 <XComGame.XComLocalizer> 14 00 <XComGame.XComLocalizer.ExpandString.ReturnValue> 00 1B <ExpandString> 01 <@m_strLabelCashPerMonth> 4A 16 //kAbduct.txtCurrFunding.iState = 6 0F 35 <XComGame.XGTacticalScreenMgr.TLabeledText.iState> <XComGame.XGTacticalScreenMgr.TLabeledText> 00 00 35 <@TMCAbduct.txtCurrFunding> <@TMCAbduct> 00 01 00 <.kAbduct> 2C 06 //goto J0x865 06 [@label7] [#label6] //kAbduct.txtCurrFunding.StrValue = m_strLabelNone 0F 35 <XComGame.XGTacticalScreenMgr.TLabeledText.StrValue> <XComGame.XGTacticalScreenMgr.TLabeledText> 00 00 35 <@TMCAbduct.txtCurrFunding> <@TMCAbduct> 00 01 00 <.kAbduct> 01 <@m_strLabelNone> //kAbduct.txtCurrFunding.iState = 3 0F 35 <XComGame.XGTacticalScreenMgr.TLabeledText.iState> <XComGame.XGTacticalScreenMgr.TLabeledText> 00 00 35 <@TMCAbduct.txtCurrFunding> <@TMCAbduct> 00 01 00 <.kAbduct> 2C 03 [#label7] //kAbduct.imgBG.iImage = 224 0F 35 <XComGame.XGTacticalScreenMgr.TImage.iImage> <XComGame.XGTacticalScreenMgr.TImage> 00 00 35 <XGMissionControlUI.TMCAbduct.imgBG> <XGMissionControlUI.TMCAbduct> 00 01 00 <.kAbduct> 2C E0 //m_kAbductInfo = kAbduct 0F 01 <@m_kAbductInfo> 00 <.kAbduct> //PRES().CAMLookAtEarth(kMission.GetCity().GetCoords()) 19 1B <PRES> 16 41 00 <NullRef> 00 1B <CAMLookAtEarth> 19 19 00 <.kMission> 0A 00 <XGMission.GetCity.ReturnValue> 00 1B <GetCity> 16 0A 00 <XGCity.GetCoords.ReturnValue> 00 1B <GetCoords> 16 4A 4A 16 //GEOSCAPE().PulseCountry(kCountry.m_kTCountry.iEnum, MakeColor(...)) 19 1B <GEOSCAPE> 16 66 00 <NullRef> 00 1B <PulseCountry> 38 3D 35 <XGStrategyActorNativeBase.TCountry.iEnum> <XGStrategyActorNativeBase.TCountry> 00 00 19 00 <.kCountry> 09 00 <XGCountry.m_kTCountry> 00 01 <XGCountry.m_kTCountry> 1C <Core.Object.MakeColor> 24 C0 24 00 24 00 24 FF 16 1C <Core.Object.MakeColor> 24 FF 24 80 24 00 24 FF 16 1E 00 00 40 3F 16 //return 04 0B //EOS 53 I don't know if all other mission selection screens (UFO, Council, Terror) need to be changed too: as there is only one mission, having clues on squad selection screen might be enough. Edited May 13, 2014 by wghost81 Link to comment Share on other sites More sharing options...
johnnylump Posted May 13, 2014 Share Posted May 13, 2014 Have you tested with changes to council mission map displaynames? The map names for those missions are hardcoded in XGFundingCouncil and include the parenthetical text, and I was unsure if editing those in defaultmaps.ini would lead to problems. Link to comment Share on other sites More sharing options...
wghost81 Posted May 14, 2014 Author Share Posted May 14, 2014 johnnylump, yes, seems, that they are. But display names are accessible from squad selection screen as for any other mission. In this case, I'll take over some of debug functions and use good old if-else approach. Link to comment Share on other sites More sharing options...
wghost81 Posted May 14, 2014 Author Share Posted May 14, 2014 (edited) Seems, that we can use m_strTip variable of XGMission class to temporarily hold map clue text. We can initialize it inside DetermineMap function, using if-else approach and after that just access it from all the other places we need. It will be then rewritten with usual tactical game tips in BeginCombat function. Should work and be compatible with both vanilla ans LW game. Will test it ASAP. UPD: confirmed it working. Clues (map names currently) are displayed via tips and later tips are rewritten by tactical game tips. Edited May 14, 2014 by wghost81 Link to comment Share on other sites More sharing options...
wghost81 Posted May 14, 2014 Author Share Posted May 14, 2014 I'm ready to write a final mod version with clues instead of map names. johnnylump, can I use your map breakdown and texts? Do you have a list of maps by category? Link to comment Share on other sites More sharing options...
johnnylump Posted May 14, 2014 Share Posted May 14, 2014 johnnylump, can I use your map breakdown and texts? Do you have a list of maps by category? Sure! I imagine there's a few categorizations that are worthy of debate, of course, and I may have made errors as well. Categories: m_strLabelSimMission[0]="Urban Close Quarters: Expect contact shortly after touching down"m_strLabelSimMission[1]="Urban Large Structure: A single large building that will require entry"m_strLabelSimMission[2]="Urban Block: Several buildings in a large area of operations"m_strLabelSimMission[3]="Waterfront: One or more structures in an area bounded by water"m_strLabelSimMission[4]="Roadway: A long corridor with numerous vehicles"m_strLabelSimMission[5]="Forest: Heavy vegetation"m_strLabelSimMission[6]="Riparian: Light or moderate vegetation"m_strLabelSimMission[7]="Settlement: One or more small structures in a remote location"m_strLabelSimMission[8]="Plains: Light vegetation"m_strLabelSimMission[9]="Alien Structure: No Intel"m_strLabelSimMission[10]="No Intel" I don't have a nice list written up, so here's defaultmaps through the UFOs. I haven't tested my code yet on DLC, council, base assault or Exalt missions. ; Abduction Maps: Original Maps=( MapFamily="URB_Bar", Name="URB_Bar", DisplayName="URB_Bar (Beta/Functionality Complete Urban Bar) |1", MissionType=eMission_Abduction, bInRotation=True, TimeOfDay=eMissionTime_Night, ShipType=eShip_None, eRegion=eMissionRegion_NorthAmerica, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="URB_Boulevard", Name="URB_Boulevard", DisplayName="URB_Boulevard (Beta/Functionality Complete Urban Boulevard) |4", MissionType=eMission_Abduction, bInRotation=True, TimeOfDay=eMissionTime_Night, ShipType=eShip_None, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="URB_Boulevard", Name="URB_Boulevard_Euro", DisplayName="URB_Boulevard_Euro (Beta/Functionality Complete Urban Boulevard) |4", MissionType=eMission_Abduction, bInRotation=True, TimeOfDay=eMissionTime_Night, ShipType=eShip_None, eRegion=eMissionRegion_Europe, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="URB_CemeteryGrand", Name="URB_CemeteryGrand", DisplayName="URB_CemeteryGrand (Beta/Functionality Complete Grand Cemetery) |7", MissionType=eMission_Abduction, bInRotation=True, TimeOfDay=eMissionTime_Night, ShipType=eShip_None, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="URB_CommercialStreet", Name="URB_CommercialStreet", DisplayName="URB_CommercialStreet (Beta/Functionality Complete Commercial Street) |2", MissionType=eMission_Abduction, bInRotation=True, TimeOfDay=eMissionTime_Day, ShipType=eShip_None, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="URB_FastFood", Name="URB_FastFood", DisplayName="URB_FastFood (Beta/Functionality Complete Fast Food) |0", MissionType=eMission_Abduction, bInRotation=True, TimeOfDay=eMissionTime_Night, ShipType=eShip_None, eRegion=eMissionRegion_NorthAmerica, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="URB_HighwayBridge", Name="URB_HighwayBridge", DisplayName="URB_HighwayBridge (Beta/Functionality Complete Urban Bridge) |4", MissionType=eMission_Abduction, bInRotation=True, TimeOfDay=eMissionTime_Night, ShipType=eShip_None, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="URB_HighwayConstruction", Name="URB_HighwayConstruction", DisplayName="URB_HighwayConstruction (Beta/Functionality Complete Street Construction) |4", MissionType=eMission_Abduction, bInRotation=True, TimeOfDay=eMissionTime_Night, ShipType=eShip_None, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="URB_IndustrialOffice", Name="URB_IndustrialOffice", DisplayName="URB_IndustrialOffice (Beta/Functionality Complete URB Industrial Office) |1", MissionType=eMission_Abduction, bInRotation=True, TimeOfDay=eMissionTime_Night, ShipType=eShip_None, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="URB_LiquorStore", Name="URB_LiquorStore", DisplayName="URB_LiquorStore (Beta/Functionality Complete Liquor Store) |1", MissionType=eMission_Abduction, bInRotation=True, TimeOfDay=eMissionTime_Night, ShipType=eShip_None, eRegion=eMissionRegion_NorthAmerica, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="URB_OfficePaper", Name="URB_OfficePaper", DisplayName="URB_OfficePaper (Beta/Functionality Complete Scranton Paper Company) |2", MissionType=eMission_Abduction, bInRotation=True, TimeOfDay=eMissionTime_Night, ShipType=eShip_None, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="URB_PierA", Name="URB_PierA", DisplayName="URB_PierA (Beta/Functionality Complete Progress Pier) |3", MissionType=eMission_Abduction, bInRotation=True, TimeOfDay=eMissionTime_Night, ShipType=eShip_None, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="URB_PierA", Name="URB_PierA_Asian", DisplayName="URB_PierA_Asian (Beta/Functionality Complete Progress Pier Asian) |3", MissionType=eMission_Abduction, bInRotation=True, TimeOfDay=eMissionTime_Night, ShipType=eShip_None, eRegion=eMissionRegion_Asia, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="URB_RooftopsConst", Name="URB_RooftopsConst", DisplayName="URB_RooftopsConst (Beta/Functionality Complete Urban Rooftops Construction) |1", MissionType=eMission_Abduction, bInRotation=True, TimeOfDay=eMissionTime_Day, ShipType=eShip_None, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="URB_RooftopsConst", Name="URB_RooftopsConst_Asian", DisplayName="URB_RooftopsConst_Asian (Beta/Functionality Complete Urban Rooftops Construction) |1", MissionType=eMission_Abduction, bInRotation=True, TimeOfDay=eMissionTime_Day, ShipType=eShip_None, eRegion=eMissionRegion_Asia, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="URB_SlaughterhouseA", Name="URB_SlaughterhouseA", DisplayName="URB_SlaughterhouseA (Beta/Functionality Complete Slaughterhouse Redux) |2", MissionType=eMission_Abduction, bInRotation=True, TimeOfDay=eMissionTime_Night, ShipType=eShip_None, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="URB_SmallCemetery", Name="URB_SmallCemetery", DisplayName="URB_SmallCemetery (Beta/Functionality Complete Urban Cemetery) |0", MissionType=eMission_Abduction, bInRotation=True, TimeOfDay=eMissionTime_Night, ShipType=eShip_None, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="URB_StreetHurricane", Name="URB_StreetHurricane", DisplayName="URB_StreetHurricane (Beta/Functionality Complete Street that dun soaked) |4", MissionType=eMission_Abduction, bInRotation=True, TimeOfDay=eMissionTime_Night, ShipType=eShip_None, eRegion=eMissionRegion_Europe, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="URB_StreetOverpass", Name="URB_StreetOverpass", DisplayName="URB_StreetOverpass (Beta/Functionality Complete Highway under Overpass) |4", MissionType=eMission_Abduction, bInRotation=True, TimeOfDay=eMissionTime_Night, ShipType=eShip_None, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="URB_TrainStation", Name="URB_TrainStation", DisplayName="URB_TrainStation (Beta/Functionality Complete Train Station) |1", MissionType=eMission_Abduction, bInRotation=True, TimeOfDay=eMissionTime_Night, ShipType=eShip_None, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="URB_Trainyard", Name="URB_Trainyard", DisplayName="URB_Trainyard (Beta/Functionality Complete Trainyard) |7", MissionType=eMission_Abduction, bInRotation=True, TimeOfDay=eMissionTime_Day, ShipType=eShip_None, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) ;Abduction Maps: Expansion Maps=( MapFamily="URB_FastFood_EWI", Name="URB_FastFood_EWI", DisplayName="URB_FastFood_EWI (Fast Food Redux) |0", MissionType=eMission_Abduction, bInRotation=True, TimeOfDay=eMissionTime_Night, ShipType=eShip_None, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="URB_OfficePaper_EWI", Name="URB_OfficePaper_EWI", DisplayName="URB_OfficePaper_EWI (Auto Repair) |1", MissionType=eMission_Abduction, bInRotation=True, TimeOfDay=eMissionTime_Day, ShipType=eShip_None, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="URB_HighwayConstruction", Name="URB_HighwayConstruction_EWI", DisplayName="URB_HighwayConstruction_EWI (Highway Construction Redux) |4", MissionType=eMission_Abduction, bInRotation=True, TimeOfDay=eMissionTime_Night, ShipType=eShip_None, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="URB_StreetOverpass_EWI", Name="URB_StreetOverpass_EWI", DisplayName="URB_StreetOverpass_EWI (Street Overpass Redux) |4", MissionType=eMission_Abduction, bInRotation=True, TimeOfDay=eMissionTime_Day, ShipType=eShip_None, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="URB_GasStation_EWI", Name="URB_GasStation_EWI", DisplayName="URB_GasStation_EWI (Gas Station Redux) |7", MissionType=eMission_Abduction, bInRotation=True, TimeOfDay=eMissionTime_Day, ShipType=eShip_None, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="URB_ResearchOutpost_EWI", Name="URB_ResearchOutpost_EWI", DisplayName="URB_ResearchOutpost_EWI (Research Outpost Redux) |7", MissionType=eMission_Abduction, bInRotation=True, TimeOfDay=eMissionTime_Day, ShipType=eShip_None, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="URB_ConvienienceStore_EWI", Name="URB_ConvienienceStore_EWI", DisplayName="URB_ConvienienceStore_EWI (Convenience Store Redux) |2", MissionType=eMission_Abduction, bInRotation=True, TimeOfDay=eMissionTime_Day, ShipType=eShip_None, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_FastropeIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="URB_TruckStop_EWI", Name="URB_TruckStop_EWI", DisplayName="URB_TruckStop_EWI (Truckstop Redux) |2", MissionType=eMission_Abduction, bInRotation=True, TimeOfDay=eMissionTime_Day, ShipType=eShip_None, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_FastropeIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="URB_CommercialAlley_EWI", Name="URB_CommercialAlley_EWI", DisplayName="URB_CommercialAlley_EWI (Commercial Alley Redux) |2", MissionType=eMission_Abduction, bInRotation=True, TimeOfDay=eMissionTime_Day, ShipType=eShip_None, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_FastropeIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="URB_Demolition_EWI", Name="URB_Demolition_EWI", DisplayName="URB_Demolition_EWI (Demolition Redux) |0", MissionType=eMission_Abduction, bInRotation=True, TimeOfDay=eMissionTime_Night, ShipType=eShip_None, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) ;Abduction Maps: Long War Maps=( MapFamily="URB_CommercialAlley", Name="URB_CommercialAlley", DisplayName="URB_CommercialAlley (Abduction) |2", MissionType=eMission_Abduction, bInRotation=True, TimeOfDay=eMissionTime_Night, ShipType=eShip_None, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="URB_ConvienienceStore", Name="URB_ConvienienceStore", DisplayName="URB_ConvenienceStore (Abduction) |2", MissionType=eMission_Abduction, bInRotation=True, TimeOfDay=eMissionTime_Night, ShipType=eShip_None, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="URB_ResearchOutpost", Name="URB_ResearchOutpost", DisplayName="URB_ResearchOutpost (Abduction) |7", MissionType=eMission_Abduction, bInRotation=True, TimeOfDay=eMissionTime_Day, ShipType=eShip_None, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="URB_Truckstop", Name="URB_Truckstop", DisplayName="URB_Truckstop (Abduction) |2", MissionType=eMission_Abduction, bInRotation=True, TimeOfDay=eMissionTime_Day, ShipType=eShip_None, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="URB_CommercialRestaurant", Name="URB_CommercialRestaurant", DisplayName="URB_CommercialRestaurant (Abduction) 2", MissionType=eMission_Abduction, bInRotation=True, TimeOfDay=eMissionTime_Night, ShipType=eShip_None, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="URB_Highway1", Name="URB_Highway1", DisplayName="URB_Highway1 (Abduction) |4", MissionType=eMission_Abduction, bInRotation=True, TimeOfDay=eMissionTime_Night, ShipType=eShip_None, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="URB_MilitaryAmmo", Name="URB_MilitaryAmmo", DisplayName="URB_MilitaryAmmo (Abduction) |7", MissionType=eMission_Abduction, bInRotation=True, TimeOfDay=eMissionTime_Night, ShipType=eShip_None, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="URB_PoliceStation", Name="URB_PoliceStation", DisplayName="URB_PoliceStation (Abduction) |1", MissionType=eMission_Abduction, bInRotation=True, TimeOfDay=eMissionTime_Night, ShipType=eShip_None, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="URB_HighwayFallen", Name="URB_HighwayFallen", DisplayName="URB_HighwayFallen (Abduction) |4", MissionType=eMission_Abduction, bInRotation=True, TimeOfDay=eMissionTime_Night, ShipType=eShip_None, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="URB_PierA_Terror", Name="URB_PierA_Terror", DisplayName="URB_PierA_Terror (Abduction) |3", MissionType=eMission_Abduction, bInRotation=True, TimeOfDay=eMissionTime_Night, ShipType=eShip_None, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="EWI_MeldTutorial", Name="EWI_MeldTutorial", DisplayName="EWI_MeldTutorial (Abduction) |2", MissionType=eMission_Abduction, bInRotation=True, TimeOfDay=eMissionTime_Night, ShipType=eShip_None, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="URB_SmallCemetery", Name="DLC1_1_LowFriends", DisplayName="Urban Cemetery (Abuction) |0", MissionType=eMission_Abduction, bInRotation=True, TimeOfDay=eMissionTime_Night, ShipType=eShip_None, eRegion=eMissionRegion_Asia, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="URB_TrainStation", Name="DLC1_2_CnfndLight", DisplayName="DLC1_2_CnfndLight (Abduction) |2", MissionType=eMission_Abduction, bInRotation=True, TimeOfDay=eMissionTime_Night, ShipType=eShip_None, eRegion=eMissionRegion_Asia, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="DLC2_2_Deluge", Name="DLC2_2_Deluge", DisplayName="DLC2_2_Deluge (Abduction) |4", MissionType=eMission_Abduction, bInRotation=True, TimeOfDay=eMissionTime_Day, ShipType=eShip_None, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="DLC2_1_Portent", Name="DLC2_1_Portent", DisplayName="DLC2_1_Portent (Abduction) |2", MissionType=eMission_Abduction, bInRotation=True, TimeOfDay=eMissionTime_Night, ShipType=eShip_None, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_FastropeIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="URB_HighwayFallen", Name="URB_HighwayFallen", DisplayName="URB_HighwayFallen_Extraction (Abduction) |4", MissionType=eMission_Abduction, bInRotation=True, TimeOfDay=eMissionTime_Night, ShipType=eShip_None, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) ;Maps=( MapFamily="Act1_IntroLevel", Name="Act1_IntroLevel", DisplayName="Helo Crash (Abduction) |4", MissionType=eMission_Abduction, bInRotation=True, TimeOfDay=eMissionTime_Night, ShipType=eShip_None, eRegion=eMissionRegion_Europe, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) ; Terror Maps: Original Maps=( MapFamily="URB_Bar", Name="URB_Bar_Terror", DisplayName="URB_Bar_Terror (Art Placement Complete Urban Bar Terror) |1", MissionType=eMission_TerrorSite, bInRotation=True, TimeOfDay=eMissionTime_Night, ShipType=eShip_None, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="URB_CommercialStreet", Name="URB_CommercialStreet_Terror", DisplayName="URB_CommercialStreet_Terror (Art Placement Commercial Street Terror) |2", MissionType=eMission_TerrorSite, bInRotation=True, TimeOfDay=eMissionTime_Night, ShipType=eShip_None, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="URB_ConvienienceStore", Name="URB_ConvienienceStore_Terror", DisplayName="URB_ConvenienceStore_Terror (Art Placement Convenience Store Terror) |2", MissionType=eMission_TerrorSite, bInRotation=True, TimeOfDay=eMissionTime_Night, ShipType=eShip_None, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="URB_StreetHurricane", Name="URB_StreetHurricane_Terror", DisplayName="URB_StreetHurricane_Terror (Art Placement Complete Street Terror) |4", MissionType=eMission_TerrorSite, bInRotation=True, TimeOfDay=eMissionTime_Night, ShipType=eShip_None, eRegion=eMissionRegion_Europe, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="URB_CommercialAlley", Name="URB_CommercialAlley_Terror", DisplayName="URB_CommercialAlley_Terror (Beta/Functionality Complete Commercial Alley Terror) |2", MissionType=eMission_TerrorSite, bInRotation=True, TimeOfDay=eMissionTime_Night, ShipType=eShip_None, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="URB_CommercialRestaurant", Name="URB_CommercialRestaurant", DisplayName="URB_CommercialRestaurant (Beta/Functionality Complete Urban Commercial Restaurant) |2", MissionType=eMission_TerrorSite, bInRotation=True, TimeOfDay=eMissionTime_Night, ShipType=eShip_None, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="URB_Highway1", Name="URB_Highway1", DisplayName="URB_Highway1 (Beta/Functionality Complete Urban HIghway) |4", MissionType=eMission_TerrorSite, bInRotation=True, TimeOfDay=eMissionTime_Night, ShipType=eShip_None, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="URB_HighwayFallen", Name="URB_HighwayFallen", DisplayName="URB_HighwayFallen (Beta Complete Highway Fallen) |4", MissionType=eMission_TerrorSite, bInRotation=True, TimeOfDay=eMissionTime_Night, ShipType=eShip_None, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="URB_MilitaryAmmo", Name="URB_MilitaryAmmo", DisplayName="URB_MilitaryAmmo (Beta/Functionality Complete Urban Hidden Military Ammo) |7", MissionType=eMission_TerrorSite, bInRotation=True, TimeOfDay=eMissionTime_Night, ShipType=eShip_None, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="URB_PoliceStation", Name="URB_PoliceStation", DisplayName="URB_PoliceStation (Beta/Functionality Complete Police Station - Terror) |1", MissionType=eMission_TerrorSite, bInRotation=True, TimeOfDay=eMissionTime_Night, ShipType=eShip_None, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) ; Terror Maps: Expansion Maps=( MapFamily="URB_OfficePaper", Name="URB_OfficePaper_Terror", DisplayName="URB_OfficePaper_Terror (Paper Office Terror) |1", MissionType=eMission_TerrorSite, bInRotation=True, TimeOfDay=eMissionTime_Night, ShipType=eShip_None, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="URB_PierA_Terror", Name="URB_PierA_Terror", DisplayName="URB_PierA_Terror (Terror Pier OF TERROR) |3", MissionType=eMission_TerrorSite, bInRotation=True, TimeOfDay=eMissionTime_Night, ShipType=eShip_None, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) ; Terror Maps: Long War Maps=( MapFamily="URB_CemeteryGrand", Name="URB_CemeteryGrand", DisplayName="URB_CemeteryGrand (Terror) |7", MissionType=eMission_TerrorSite, bInRotation=True, TimeOfDay=eMissionTime_Night, ShipType=eShip_None, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="URB_ResearchOutpost_EWI", Name="URB_ResearchOutpost_EWI", DisplayName="URB_ResearchOutpost_EWI (Terror) |7", MissionType=eMission_TerrorSite, bInRotation=True, TimeOfDay=eMissionTime_Day, ShipType=eShip_None, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="URB_Truckstop", Name="URB_Truckstop", DisplayName="URB_Truckstop (Terror) |2", MissionType=eMission_TerrorSite, bInRotation=True, TimeOfDay=eMissionTime_Day, ShipType=eShip_None, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="URB_StreetOverpass", Name="URB_StreetOverpass", DisplayName="URB_StreetOverpass (Terror) |4", MissionType=eMission_TerrorSite, bInRotation=True, TimeOfDay=eMissionTime_Night, ShipType=eShip_None, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="URB_TrainStation", Name="URB_TrainStation", DisplayName="URB_TrainStation (Terror) |1", MissionType=eMission_TerrorSite, bInRotation=True, TimeOfDay=eMissionTime_Night, ShipType=eShip_None, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="URB_Trainyard", Name="URB_Trainyard", DisplayName="URB_Trainyard (Terror) |7", MissionType=eMission_TerrorSite, bInRotation=True, TimeOfDay=eMissionTime_Day, ShipType=eShip_None, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="EWI_ChryssalidHive", Name="EWI_ChryssalidHive", DisplayName="EWI_ChryssalidHive (Terror) |3", MissionType=eMission_TerrorSite, bInRotation=True, TimeOfDay=eMissionTime_Night, ShipType=eShip_None, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_FastropeIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="DLC2_1_Portent", Name="DLC2_1_Portent", DisplayName="DLC2_1_Portent (Terror) |2", MissionType=eMission_TerrorSite, bInRotation=True, TimeOfDay=eMissionTime_Night, ShipType=eShip_None, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_FastropeIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) ; UFO Maps (base and expansion) Maps=( MapFamily="LSmallScout_River", Name="LSmallScout_River", DisplayName="LSmallScout_River (Art Complete Landed Small Scout River) |6", MissionType=eMission_LandedUFO, bInRotation=True, TimeOfDay=eMissionTime_Day, ShipType=eShip_UFOSmallScout, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="LSmallScout_RiverValley", Name="LSmallScout_RiverValley", DisplayName="LSmallScout_RiverValley (Art Complete Crashed Small Scout River Valley) |6", MissionType=eMission_LandedUFO, bInRotation=True, TimeOfDay=eMissionTime_Day, ShipType=eShip_UFOSmallScout, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="CSmallScout_DirtRoad", Name="CSmallScout_DirtRoad", DisplayName="CSmallScout_DirtRoad (Art Complete Crashed Small Scout Dirt Roads) |5", MissionType=eMission_Crash, bInRotation=True, TimeOfDay=eMissionTime_Night, ShipType=eShip_UFOSmallScout, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="CSmallScout_Quagmire", Name="CSmallScout_Quagmire", DisplayName="CSmallScout_Quagmire (Art Complete Crashed Small Scout Quagmire) |6", MissionType=eMission_Crash, bInRotation=True, TimeOfDay=eMissionTime_Night, ShipType=eShip_UFOSmallScout, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="CSmallScout_Marshlands", Name="CSmallScout_Marshlands", DisplayName="CSmallScout_Marshlands (Art Complete Crashed Small Scout Marshlands) |6", MissionType=eMission_Crash, bInRotation=True, TimeOfDay=eMissionTime_Day, ShipType=eShip_UFOSmallScout, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="CSmallScout_Badlands", Name="CSmallScout_Badlands", DisplayName="CSmallScout_Badlands (Art Complete Crashed Small Scout Badlands) |8", MissionType=eMission_Crash, bInRotation=True, TimeOfDay=eMissionTime_Day, ShipType=eShip_UFOSmallScout, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="CSmallScout_Farm", Name="CSmallScout_Farm", DisplayName="CSmallScout_Farm (Crashed Small Scout - Franklin's Fancy Farm) |7", MissionType=eMission_Crash, bInRotation=True, TimeOfDay=eMissionTime_Night, ShipType=eShip_UFOSmallScout, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="CSmallScout_NukedCity", Name="CSmallScout_NukedCity", DisplayName="CSmallScout_NukedCity (Crashed Small Scout - Nuked City) |2", MissionType=eMission_Crash, bInRotation=True, TimeOfDay=eMissionTime_Night, ShipType=eShip_UFOSmallScout, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="CSmallScout_Roadhouse", Name="CSmallScout_Roadhouse", DisplayName="CSmallScout_Roadhouse (Crashed Small Scout - Roadhouse) |7", MissionType=eMission_Crash, bInRotation=True, TimeOfDay=eMissionTime_Night, ShipType=eShip_UFOSmallScout, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="LLrgScout_CreepyForest", Name="LLrgScout_CreepyForest", DisplayName="LLrgScout_CreepyForest (Art placement Landed Large Scout Creepy Forest) |5", MissionType=eMission_LandedUFO, bInRotation=True, TimeOfDay=eMissionTime_Night, ShipType=eShip_UFOLargeScout, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="LLrgScout_Hillside", Name="LLrgScout_Hillside", DisplayName="LLrgScout_Hillside (Art Complete Landed Large Scout Hillside) |5", MissionType=eMission_LandedUFO, bInRotation=True, TimeOfDay=eMissionTime_Day, ShipType=eShip_UFOLargeScout, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="CLrgScout_DeepWoods", Name="CLrgScout_DeepWoods", DisplayName="CLrgScout_DeepWoods (Art Complete Crashed Large Scout Deep Woods) |5", MissionType=eMission_Crash, bInRotation=True, TimeOfDay=eMissionTime_Night, ShipType=eShip_UFOLargeScout, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="CLrgScout_ForestTrench", Name="CLrgScout_ForestTrench", DisplayName="CLrgScout_ForestTrench (Art Complete Crashed Large Scout Forest Trench) |5", MissionType=eMission_Crash, bInRotation=True, TimeOfDay=eMissionTime_Night, ShipType=eShip_UFOLargeScout, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="CLrgScout_Stonewall", Name="CLrgScout_Stonewall", DisplayName="CLrgScout_Stonewall (Art Complete Crashed Large Scout Stone Wall) |5", MissionType=eMission_Crash, bInRotation=True, TimeOfDay=eMissionTime_Day, ShipType=eShip_UFOLargeScout, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="CLrgScout_TheBarrens", Name="CLrgScout_TheBarrens", DisplayName="CLrgScout_TheBarrens (Art Complete Crashed Large Scout Barrens) |8", MissionType=eMission_Crash, bInRotation=True, TimeOfDay=eMissionTime_Day, ShipType=eShip_UFOLargeScout, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="CLrgScout_City", Name="CLrgScout_City", DisplayName="CLrgScout_City (Crashed Large Scout in Urban Area) |2", MissionType=eMission_Crash, bInRotation=True, TimeOfDay=eMissionTime_Night, ShipType=eShip_UFOLargeScout, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_FastropeIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="LAbductor_FarmOutskirts", Name="LAbductor_FarmOutskirts", DisplayName="LAbductor_FarmOutskirts (Art Complete Landed Abductor Farm OUtskirts) |8", MissionType=eMission_LandedUFO, bInRotation=True, TimeOfDay=eMissionTime_Day, ShipType=eShip_UFOAbductor, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="LAbductor_WindingStream", Name="LAbductor_WindingStream", DisplayName="LAbductor_WindingStream (Art Complete Landed Abductor Winding Stream) |6", MissionType=eMission_LandedUFO, bInRotation=True, TimeOfDay=eMissionTime_Day, ShipType=eShip_UFOAbductor, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="DLC2_3_Furies", Name="DLC2_3_Furies", DisplayName="Landed Abductor (Mountains) |7", MissionType=eMission_LandedUFO, bInRotation=True, TimeOfDay=eMissionTime_Day, ShipType=eShip_UFOAbductor, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="CAbductor_Cliffside", Name="CAbductor_Cliffside", DisplayName="CAbductor_Cliffside (Art Complete Crashed Abductor Cliffside) |8", MissionType=eMission_Crash, bInRotation=True, TimeOfDay=eMissionTime_Day, ShipType=eShip_UFOAbductor, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="CAbductor_ScorchedEarth", Name="CAbductor_ScorchedEarth", DisplayName="CAbductor_ScorchedEarth (Art Complete Crashed Abductor Scorched Earth) |5", MissionType=eMission_Crash, bInRotation=True, TimeOfDay=eMissionTime_Night, ShipType=eShip_UFOAbductor, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="LSupplyShip_ForestGrove", Name="LSupplyShip_ForestGrove", DisplayName="LSupplyShip_ForestGrove (Art Complete Landed Supply Ship Forest Grove) |5", MissionType=eMission_LandedUFO, bInRotation=True, TimeOfDay=eMissionTime_Day, ShipType=eShip_UFOSupply, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="LSupplyShip_RockyGorge", Name="LSupplyShip_RockyGorge", DisplayName="LSupplyShip_RockyGorge (Art Complete Landed Supply Ship Rocky Gorge) |6", MissionType=eMission_LandedUFO, bInRotation=True, TimeOfDay=eMissionTime_Day, ShipType=eShip_UFOSupply, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="CSupplyship_OverlookA", Name="CSupplyship_OverlookA", DisplayName="CSupplyship_OverlookA (Art Complete Crashed Supply Ship Overlook) |5", MissionType=eMission_Crash, bInRotation=True, TimeOfDay=eMissionTime_Night, ShipType=eShip_UFOSupply, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="CSupplyShip_Wildfire", Name="CSupplyShip_Wildfire", DisplayName="CSupplyShip_Wildfire (Art Complete Crashed Supply Ship Wildfire) |5", MissionType=eMission_Crash, bInRotation=True, TimeOfDay=eMissionTime_Day, ShipType=eShip_UFOSupply, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="CBattleship_01", Name="DLC1_3_Gangplank", DisplayName="Landed Battleship (Urban) |9", MissionType=eMission_LandedUFO, bInRotation=True, TimeOfDay=eMissionTime_Night, ShipType=eShip_UFOBattle, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="CBattleship_01", Name="CBattleship_01", DisplayName="CBattleship_01 (Final Crashed BattleShip) |9", MissionType=eMission_Crash, bInRotation=True, TimeOfDay=eMissionTime_Night, ShipType=eShip_UFOBattle, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="CBattleship_02", Name="CBattleship_02", DisplayName="CBattleship_02 (Final Crashed BattleShip) |9", MissionType=eMission_Crash, bInRotation=True, TimeOfDay=eMissionTime_Night, ShipType=eShip_UFOBattle, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="COverseer_Deepwoods", Name="COverseer_Deepwoods", DisplayName="COverseer_Deepwoods (Greybox Crashed Overseer Ship Deep Woods) |5", MissionType=eMission_Crash, bInRotation=True, TimeOfDay=eMissionTime_Night, ShipType=eShip_UFOEthereal, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="COverseer_ForestTrench", Name="COverseer_ForestTrench", DisplayName="COverseer_ForestTrench (Greybox Crashed Overseer Ship Forest Trench) |5", MissionType=eMission_Crash, bInRotation=True, TimeOfDay=eMissionTime_Night, ShipType=eShip_UFOEthereal, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="COverseer_StoneWall", Name="COverseer_StoneWall", DisplayName="COverseer_StoneWall (Greybox Crashed Overseer Ship Stonewall) |5", MissionType=eMission_Crash, bInRotation=True, TimeOfDay=eMissionTime_Day, ShipType=eShip_UFOEthereal, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Maps=( MapFamily="COverseer_TheBarrens", Name="COverseer_TheBarrens", DisplayName="COverseer_TheBarrens (Greybox Crashed Overseer Ship The Barrens) |8", MissionType=eMission_Crash, bInRotation=True, TimeOfDay=eMissionTime_Day, ShipType=eShip_UFOEthereal, eRegion=eMissionRegion_None, CouncilType=eFCMType_None, NewMap=True, InitialChance=20, InitialGain=1.04, DynamicAliens[0]=eChar_None, DynamicAliens[1]=eChar_None, StreamingMaps[0]=( MapName="CIN_DropshipIntros", Loc=( X=0, Y=0, Z=0 ), Rot=( Pitch=0, Yaw=0, Roll=0 ) ) ) Link to comment Share on other sites More sharing options...
wghost81 Posted May 14, 2014 Author Share Posted May 14, 2014 Thanks! Link to comment Share on other sites More sharing options...
wghost81 Posted May 18, 2014 Author Share Posted May 18, 2014 (edited) After a day long thinking :smile: I came to this breakdown: Urban missions: 1. Close Quarters: you don't want to take your squadsight sniper there Bar, Bar Terror Commercial Alley, Commercial Alley Terror Commercial Alley EWI Commercial Restaurant Commercial Street, Commercial Street Terror Convenience Store, Convenience Store Terror Convienience Store EWI Fast Food Fast Food EWI Gas Station Gas Station EWI Industrial Office Intro Level Liquor Store Meld Tutorial Office Paper, Office Paper Terror Office Paper EWI Pier A Terror Police Station Portent Research Outpost Research Outpost EWI Slaughterhouse Small Cemetery Truckstop Truck Stop EWI 2. Urban Area: good for mixed teams Boulevard, Boulevard Euro Cemetery Grand Chryssalid Hive Low Friends Military Ammo Museum, Museum Euro Pier A, Pier A Asia 3. Construction Site: many LOS-blocking objects, snipers can be useful, but hard to position properly. Demolition Highway Construction Rooftops Const, Rooftops Const Asia Demolition EWI Highway Construction EWI 4. Roadway: snipers are highly useful, assaulting and flanking is problematic. Deluge Highway 1 Highway Bridge Highway Fallen Street Hurricane, Street Hurricane Terror Street Overpass 5. Railroad Confounding Light Street Overpass EWI Train Station Trainyard UFO missions: 1. Forest: High-density forest, lot of full cover, lot of LOS blockers Large Scout Creepy Forest Large Scout Deep Woods Small Scout Dirt Road SupplyShip ForestGrove Supply Ship Wildfire Overseer Deep Woods 2. Woodland: Low-density forest, mixed cover, mixed area Abductor Winding Stream Large Scout Forest Trench Large Scout Hillside Large Scout Stonewall Overseer StoneWall Overseer Forest Trench 3. Plains: Light vegetation, lack of good cover, lot of open areas Abductor Farm Outskirts Furies Large Scout The Barrens Small Scout Badlands Overseer The Barrens 4. Rock Face: Steep rock face with lack of cover Abductor Cliffside Abductor Scorched Earth Supply Ship Rocky Gorge Supply Ship Overlook 5. Wetland: Moderate vegetation, mixed cover, mixed areas Small Scout Marshlands Small Scout Quagmire Small Scout River SmallScout RiverValley 6. Urban Area Small Scout Farm Small Scout Nuked City Small Scout Roadhouse Large Scout City 7. Shipboard Battleship 01 Battleship 02 Gangplank Temple Ship Special: 1. Alien Structure: Alien Base 01 Alien Base 02 2. EXALT HQ: EXALT HQ Assault 3. XCOM HQ: XCOM HQ Assault For vanilla game there are two classes, which can be absolutely useless or absolutely great depending on the map: squad-sight snipers and shotgun assaults. Gunslinger sniper and aggression/crit assault both can stay relatively useful on any map if they have a good pistol. But still, you can have missions with 1 or 2 squad members which are not performing their best. My breakdown is made with this idea in mind: you have to be able to decide on the type of sniper (or if you need a sniper at all) and on the type of weapon for your assault. Edited May 18, 2014 by wghost81 Link to comment Share on other sites More sharing options...
wghost81 Posted May 22, 2014 Author Share Posted May 22, 2014 First playable mod version. Link to comment Share on other sites More sharing options...
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