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R&D Tactical Map Info on Strategy Layer


wghost81

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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 by wghost81
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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 by wghost81
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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.

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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.
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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 by wghost81
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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 ) ) )         

 

 

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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 by wghost81
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