And that trap is known... I'm not sure if I want to fix it
Fair enough.
BTW, the Syndicate building still has rooms that lack doors:
Also, might i suggest removing the Dragonfly from the allowed crafts list for inifiltration missions? I just don't see how turning up in something that looks like a friggin' gunship would help your agents with the whole undercover thing.
EDIT:
Not sure if this is intended, but there seems to be something wrong with the upper floors. Namely that you can fall through them:
EDIT #2:
My MAGMA zombie lab mission somehow spawned with a hybrid control assault:
- type: STR_HYBRID_CONTROL_ASSAULT
region: REGION_MAGMA_LAB
race: STR_HYBRID_SECTOID
nextWave: 0
nextUfoCounter: 0
spawnCountdown: 152
liveUfos: 0
uniqueID: 605
missionSiteZone: 1
-->
- lon: 1.3264502315156903
lat: -1.0122909661567112
id: 1
type: STR_HYBRID_CONTROL_ASSAULT
deployment: STR_MAGMA_LAB
texture: -1100
secondsRemaining: 275400
race: STR_HYBRID_SECTOID
detected: true
As far as i can tell you've defined a region for the hybrid control assault mission, but there is no region assigned to the mission in the missionscripts.rul - replacing 'REGION_MAGMA_LAB' with 'REGION_HYBRID_CONTROL' in my save spawns the correct mission, but i'd really like to know why the region defaults to MAGMA_LAB in the first place.
BTW hybridBase and hybridmeeting are also missing regions.
Also, the marker name assigned to STR_HYBRID_CONTROL_ASSAULT is STR_REPTOID_BASE - is this intended?
- type: STR_HYBRID_CONTROL_ASSAULT
width: 60
length: 60
height: 2
alert: STR_ALERT_HYBRID_CONTROL_ASSAULT
alertBackground: BACK03.SCR
alertDescription: STR_HYBRID_CONTROL_ASSAULT_DESCRIPTION
shade: 6
terrains:
- ABASE
script: HYBRIDCONTROL
briefing:
textOffset: -16
background: BACK01.SCR
showTarget: false
music: TENKA_TENKOID
markerName: STR_REPTOID_BASE