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OXCE Suggestions DONE / Re: Spawning missions at base coords
« on: May 11, 2020, 04:49:07 pm »
Maybe we can have syntax like that to solve the problem:
Also, I looked at how to tweak base defense deployment to make special one and end up to use the dirty hack, that is working more or less ok for FTA, but to make a general solution to use other properties other than `data` for baseDefenseCustomDeployment case it looks to me we should do a big job with battlsescape generation.
Code: [Select]
alienMissions:
- type: STR_ALIEN_RETALIATION
points: 0
objective: 4
spawnUfo: STR_BATTLESHIP # Vanilla - Spawned for the final retaliation run
baseDefenseCustomDeployment: STR_BATTLESHIP #case we still want base defense without any ufo
customMissionDeploument: STR_CULT_SAFEHOUSE #custom deployment, that would be spawned on top of the base
so before we to spawn a ufo with Code: [Select]
const RuleUfo &battleshipRule = *mod.getUfo(_rule.getSpawnUfo(), true);
const UfoTrajectory &assaultTrajectory = *mod.getUfoTrajectory(UfoTrajectory::RETALIATION_ASSAULT_RUN, true);
Ufo *ufo = new Ufo(&battleshipRule, game.getId("STR_UFO_UNIQUE"));
ufo->setMissionInfo(this, &assaultTrajectory);
we can choose to spawn base defence with deployment `data:` loaded from `baseDefenseCustomDeployment:` or even just spawn a mission site within region's xcom base coordinates using `customMissionDeploument:`. I think we can process each rules suquencially using something like if(!ruleProperty.empty()), or pick only one with priorities customMissionDeploument -> baseDefenseCustomDeployment -> spawnUfo.Also, I looked at how to tweak base defense deployment to make special one and end up to use the dirty hack, that is working more or less ok for FTA, but to make a general solution to use other properties other than `data` for baseDefenseCustomDeployment case it looks to me we should do a big job with battlsescape generation.