OpenXcom Forum
Modding => Help => Topic started by: Barghum on March 17, 2024, 03:18:20 am
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I am making an XCF https://openxcom.org/forum/index.php?board=21.0 (https://openxcom.org/forum/index.php?board=21.0) Submod and am almost done.
however 2 map files have been bugged
here is the code:
terrains:
- name: URBAN
addOnly: true
mapDataSets:
- BLANKS
- ROADS
- URBITS
- URBAN
- URBAN_MARKET
- FRNITURE
- MADDECOR
- ADVENT_MEDICINE
- CYBERWAREEXTRA
script: URBAN
mapBlocks:
- name: TATOO_REMOVAL_SHOP # Tatoo Removal Shop by Barghum (I know it's crap but its needed for the mod.)
width: 10
length: 10
items:
STR_LASING_MEDIUM:
- [2, 3, 0]
STR_MONEY_5000:
- [4, 6, 0]
- name: LASER_LAB_CITY # Laser testing lab by Barghum (I know it's illogical but its needed for this... thing)
width: 10
length: 10
items:
STR_LASING_MEDIUM:
- [5, 5, 1]
screenshot and map files below.
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Apparently, the terrains list which you use to create new map block is not equal to
- ROADS
- URBITS
- URBAN
- URBAN_MARKET
- FRNITURE
- MADDECOR
- ADVENT_MEDICINE
- CYBERWAREEXTRA
Which editor do you use for mapmaking?
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Yes, the mapDataSets MUST be declared in the same order as it was done in the editor used, otherwise you will just shuffle the MCD indexes.
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Which editor do you use for mapmaking? ~Nord
MapView 2 the info you gave me about MCD was the answer
thank you for the help :)
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Also make sure you don't place on your map any tiles with index above 253 (I believe, or very similar). You can have more tiles in your tileset(s), but anything above 253 should be a death tile (used when you destroy some other tile).
Not 100% sure about 253, maybe it's 252 or even 254.
If you ignore this rule, your map will be saved, but won't work correctly in the game - the problematic tiles will disappear.
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PROBLEM SOLVED THANK YOU :)