aliens

Author Topic: Modding Retal Missions  (Read 3233 times)

Offline Dioxine

  • Commander
  • *****
  • Posts: 5433
  • punk not dead
    • View Profile
    • Nocturnal Productions
Modding Retal Missions
« on: June 25, 2015, 01:07:18 pm »
Regarding the mission scripting. I've heard that if multiple missions exist with the same objective, the game will choose randomly between them - seems to be working for Terrors, I think? I've tried that for Retals, and it doesn't seem to be working, though. The idea was that the final retal run will be performed by various ships (thus making the defenses more viable).

I've produced the following code. What did I do wrong?

Code: [Select]
  - type: STR_ALIEN_RETALIATION
    points: 0
    objective: 4
    spawnUfo: STR_BATTLESHIP #Spawned for the final retaliation run
    raceWeights: {} #Special case, race comes from trigger UFO.
    waves:
      - ufo: STR_VESSEL_HEAVY_GUNSHIP
        count: 1
        trajectory: P8
        timer: 3000
      - ufo: STR_VESSEL_HEAVY_GUNSHIP
        count: 2
        trajectory: P8
        timer: 3000
      - ufo: STR_VESSEL_FIGHTER
        count: 3
        trajectory: P8
        timer: 3000
      - ufo: STR_BATTLESHIP
        count: 2
        trajectory: P8
        timer: 3000
  - type: STR_ALIEN_RETALIATION_S
    points: 0
    objective: 4
    spawnUfo: STR_VESSEL_BOARDING_TORPEDO
    raceWeights: {}
    waves:
      - ufo: STR_VESSEL_HEAVY_GUNSHIP
        count: 1
        trajectory: P8
        timer: 3000
      - ufo: STR_VESSEL_HEAVY_GUNSHIP
        count: 2
        trajectory: P8
        timer: 3000
      - ufo: STR_VESSEL_FIGHTER
        count: 3
        trajectory: P8
        timer: 3000
      - ufo: STR_BATTLESHIP
        count: 2
        trajectory: P8
        timer: 3000
  - type: STR_ALIEN_RETALIATION_L
    points: 0
    objective: 4
    spawnUfo: STR_VESSEL_ASSAULT_TRANSPORT
    raceWeights: {}
    waves:
      - ufo: STR_VESSEL_HEAVY_GUNSHIP
        count: 1
        trajectory: P8
        timer: 3000
      - ufo: STR_VESSEL_HEAVY_GUNSHIP
        count: 2
        trajectory: P8
        timer: 3000
      - ufo: STR_VESSEL_FIGHTER
        count: 3
        trajectory: P8
        timer: 3000
      - ufo: STR_BATTLESHIP
        count: 2
        trajectory: P8
        timer: 3000

Offline Yankes

  • Commander
  • *****
  • Posts: 3211
    • View Profile

Offline Dioxine

  • Commander
  • *****
  • Posts: 5433
  • punk not dead
    • View Profile
    • Nocturnal Productions
Re: Modding Retal Missions
« Reply #2 on: June 25, 2015, 02:30:30 pm »
Nothing was ever shot down in the tests. These alternate ships simply never appear - I'm always getting attacked by Battleships.

Offline Yankes

  • Commander
  • *****
  • Posts: 3211
    • View Profile
Re: Modding Retal Missions
« Reply #3 on: June 25, 2015, 03:29:32 pm »
probably lack of "missionWeights" cause this then.

Offline SupSuper

  • Lazy Developer
  • Administrator
  • Commander
  • *****
  • Posts: 2160
    • View Profile
Re: Modding Retal Missions
« Reply #4 on: June 29, 2015, 09:59:45 pm »
There was a bug where only the default retaliation mission could detect bases, should be fixed now.
(the mission that finds the base is the one that spawns the Ufo).