Amphibious Posted July 29, 2014 Share Posted July 29, 2014 Is it possible? SOme special maps like i.e. meld tut map have only certain types of enemies on them i.e. sectoid. Would it be possible to changethe enemy type for that map to i.e. thinman? Link to comment Share on other sites More sharing options...
wghost81 Posted July 29, 2014 Share Posted July 29, 2014 You need to change corresponding StartegyGame scripts. Look for XGStrategyAI.Determine* functions: XGStrategyAI.DetermineAbductionSquad, XGStrategyAI.DetermineSpecialMissionSquad, etc. BTW, meld tutorial map doesn't have any special alien types associated with it. It can be used as regular map, see Random Pods mod for example. What exactly are you trying to do? Link to comment Share on other sites More sharing options...
Amphibious Posted July 29, 2014 Author Share Posted July 29, 2014 BTW, meld tutorial map doesn't have any special alien types associated with it. It can be used as regular map, see Random Pods mod for example. Really , how come there are no thinmen on it then, ever? You can only encounter sectoids there. EW broke stroy consistency and I wanted to fix it if possible by introducing thinmen on meld tutorial mission. See later you get a cinematic with thinmen body plan drawn on a board. In EU by this time you already encountered thinmen on rescue council mission. However since mission was replaced by meld tutorial you don't get it anymore and this causes logical inconsistency in the story. I know it's not big but I notice these kind of things. Link to comment Share on other sites More sharing options...
wghost81 Posted July 30, 2014 Share Posted July 30, 2014 It's storyline scripting, not a hard-coded map limitation. When you play this map as a tutorial map, you get same scripted situation over and over again. To change this scripted scenario you need to find corresponding StrategyGame function and re-script it. I was talking about mods, which re-use special mission maps for abductions and terror. In this case aliens are generated randomly with XGStrategyAI.DetermineAbductionSquad. Link to comment Share on other sites More sharing options...
Amphibious Posted July 30, 2014 Author Share Posted July 30, 2014 It's storyline scripting, not a hard-coded map limitation. When you play this map as a tutorial map, you get same scripted situation over and over again. To change this scripted scenario you need to find corresponding StrategyGame function and re-script it. I was talking about mods, which re-use special mission maps for abductions and terror. In this case aliens are generated randomly with XGStrategyAI.DetermineAbductionSquad. Ah, ok thanks. But I guess I'm done modding for now. I sort of get what I wanted even though there are few things more I would like to do they are not worth the bother. Link to comment Share on other sites More sharing options...
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