OpenXcom Forum

Modding => Help => Topic started by: robin on May 25, 2024, 07:35:50 pm

Title: Alien Retaliation flock
Post by: robin on May 25, 2024, 07:35:50 pm
Goal:

My current ruleset is as follows.
No matter how much I fiddle, I can't get the intended result.
The effect of current ruleset is: 4 ASSAULT_SHIP UFOs, each generating a Base Defense (so 4 Base Defense in a row), see screenshot.
(timer is set to 10 because I wanted to understand what was happening; since UFOs are supposed to fly together, final Timer is going to be 1 or 0).

Code: [Select]
  - type: STR_ALIEN_RETALIATION
    points: 0
    objective: 4
    spawnUfo: STR_UFO_ASSAULT_SHIP # Spawned for the final retaliation run
    operationType: 6  # take off and land in the same alien base that spawned the mission
    raceWeights: *raceWeightsAlienDrop
    # In the case of a shootdown, race comes from the UFO that triggered the mission.
    skipScoutingPhase: true
    #multiUfoRetaliation: true # test unknown effect
    #multiUfoRetaliationExtra: true # test unknown effect
    targetBaseOdds: 100
    waves:
      #- ufo: STR_UFO_BOMBER
      #  count: 2
      #  trajectory: A1_EXIT_ZONE2
      #  timer: 10
      #  hunterKillerPercentage: 100
      - ufo: STR_UFO_INCURSOR
        count: 2
        trajectory: A1_EXIT_ZONE2
        timer: 1
        hunterKillerPercentage: 100
        escort: true
      - ufo: STR_UFO_ASSAULT_SHIP
        count: 1
        trajectory: A1_EXIT_ZONE2
        timer: 10
        hunterKillerPercentage: 100
        escort: true
      - ufo: STR_UFO_ASSAULT_SHIP
        count: 1
        trajectory: A1_EXIT_ZONE2
        timer: 10
        hunterKillerPercentage: 100
        escort: true

Thanks