OpenXcom Forum

Modding => Help => Topic started by: Nord on May 27, 2024, 12:10:56 am

Title: baseDefenseMapFromLocation example.
Post by: Nord on May 27, 2024, 12:10:56 am
Has anyone already played with baseDefenseMapFromLocation?
Is there an example of using this feature?
Thanks.
Title: Re: baseDefenseMapFromLocation example.
Post by: Meridian on May 27, 2024, 11:10:30 am
40k mod is using it, afaik
Title: Re: baseDefenseMapFromLocation example.
Post by: Nord on May 27, 2024, 06:44:31 pm
Thanks, i'll look into it.

Now i must download >250MB with mobile internet... oh.
Title: Re: baseDefenseMapFromLocation example.
Post by: ohartenstein23 on May 28, 2024, 02:18:49 pm
It shouldn't need much consoderation besides turning it on. The intenet is that if you use a more complicated maoscript than vanilla (e.g. have a surface level or above ground base), this feature makes it so the RNG seed is consistent every time the script runs, and the base should look the same every time you defend it. Mostly a minor cosmetic feature.
Title: Re: baseDefenseMapFromLocation example.
Post by: Nord on May 28, 2024, 02:27:35 pm
Yes, but writing "baseDefenseMapFromLocation: 1" causes segmentation error. At least in a quick battle.
Title: Re: baseDefenseMapFromLocation example.
Post by: Meridian on May 28, 2024, 04:35:34 pm
quick battle doesn't have a globe, and thus also no globe location... thus segmentation error

newest oxce version has something, which could probably help, but I didn't test it with this use case... I will look at it later

for now, use normal game, not quick battle
Title: Re: baseDefenseMapFromLocation example.
Post by: Nord on May 28, 2024, 10:50:11 pm
for now, use normal game, not quick battle
Thanks, i will. Later, when globe will be playable. :)