OpenXcom Forum

OpenXcom Forks => OXCE Suggestions NEW => OpenXcom Extended (OXCE) => OXCE Suggestions Abandoned => Topic started by: Nord on September 19, 2024, 05:27:55 pm

Title: [Suggestion] Allow pass-through missions.
Post by: Nord on September 19, 2024, 05:27:55 pm
I think, if mission map has exit points, and this is last stage, then aborting mission with x-com units standing on exits must force mission to be won.
Like "we get through these horrors to the freedom" etc.
On the other hand, this can give non-deserved loot to the player...
Maybe a flag can do the thing? Like "exitWin: true"?
Title: Re: [Suggestion] Allow pass-through missions.
Post by: Meridian on September 19, 2024, 05:49:30 pm
Isn't this already available?
I remember playing such missions in Area51 mod some years ago.
Title: Re: [Suggestion] Allow pass-through missions.
Post by: Nord on September 20, 2024, 05:50:29 am
As players encountered (https://openxcom.org/forum/index.php?topic=10233.msg166542#msg166542), no.
Right now in this situation we can recover units, maybe recover craft. But mission considered lost.
Title: Re: [Suggestion] Allow pass-through missions.
Post by: Yankes on September 20, 2024, 12:05:43 pm
But all soldiers left behind are MiA?
This mean "abandoning" is consider a success but rest of "end of mission" processing stay same?
Title: Re: [Suggestion] Allow pass-through missions.
Post by: Meridian on September 20, 2024, 01:39:49 pm
Attached is a video proof from Area51 that it works as expected.

Please double-check your ruleset.
(Or tell me which mission it is so that I can check it for you. I can't work with just a screenshot.)
Title: Re: [Suggestion] Allow pass-through missions.
Post by: Nord on September 20, 2024, 01:55:00 pm
Code: [Select]
escapeType: 3This is it.
Thanks, solved.
Title: Re: [Solved] Allow pass-through missions.
Post by: Nord on September 20, 2024, 05:39:23 pm
No, i was wrong.
So, how was that maked? (I dont have area51 mod).
For my mod - this is 4th level of alien nest (not amazonian).
Title: Re: [not Solved] Allow pass-through missions.
Post by: Meridian on September 20, 2024, 06:18:48 pm
OK, I will have a look.

I still need a proper name of that mission... I see many alien nests (and none of them is amazonian).

Please give me the exact technical name of stage 1 of that mission.
Title: Re: [not Solved] Allow pass-through missions.
Post by: CrazedHarpooner on September 20, 2024, 07:31:55 pm
That would be STR_ALIEN_NEST_4. As a bit of reference, the number system he uses in the naming is: the 1st digit is the nest size and the 2nd digit is the mission stage. After reading his rulesets, nests have a number of stages equal to its size plus 1 (nest level 1 = 2 stages, nest level 2 = 3 stages, etc...). If it only has a single number, that's the surface stage (the first stage of the mission) of that nest level. The last stage of that mission is STR_ALIEN_NEST_4_5.

Title: Re: [not Solved] Allow pass-through missions.
Post by: Meridian on September 20, 2024, 08:08:36 pm
From your previous comments on the forum, I know you're not just randomly guessing.
And help is appreciated.
But it really just takes 5 seconds for the author to answer the question, that's why I asked him.
I have already spent much more than 5 seconds asking the same question multiple times and now also answering your post.

Based on your description and Nord's previous comment, I'd say it's rather STR_ALIEN_NEST_3 (having 4 stages), not STR_ALIEN_NEST_4 (which has 5 stages).
And that's exactly why I asked him, to prevent guesses, misunderstandings and false assumptions.
Title: Re: [not Solved] Allow pass-through missions.
Post by: Nord on September 21, 2024, 02:04:51 am
Sorry for if i create some misunderstandings. I temporary dont have access to my PC.
Yes, it is STR_ALIEN_NEST_4_5.
Nests have a bit confusing numeration, because first stage of nest mission is outside, and does not count as nest level.
This deployment have "winCutscene: Meetthemaster" string.
Excuse me again.
Title: Re: [not Solved] Allow pass-through missions.
Post by: Meridian on September 21, 2024, 11:51:11 am
I think, if mission map has exit points, and this is last stage, then aborting mission with x-com units standing on exits must force mission to be won.

This is already working for missions, which don't have any other win conditions or any special handling.
(like the Area51 mission I showed you)

The example you gave me later is an Alien Base mission, which has both special handling and other win conditions.
Win conditions for alien base are:
1. base "brain" destroyed
2. or all enemies neutralized
Special handling is:
- if alien base is destroyed = win, otherwise = loss (regardless of anything else)
This is hardcoded for all alien bases and other handling, even if performed, is just ignored/overwritten.


To be honest, the current behavior seems logical to me... the alien base is still intact... how could you consider that a win?

I could make changes here, but how should I determine, which win/loss handling should have priority?
- is destroyed alien base more important?
- is escape more important?
- is saving VIPs more important?
- is killing everyone more important?

And how do I determine which message to display to the user if he both destroyed the base and escaped?
Which message has priority?

Plus, as you mentioned, how should the loot be handled?
Even though the mission is an escape "win", the loot should be handled as a loss?
Title: Re: [not Solved] Allow pass-through missions.
Post by: Nord on September 21, 2024, 12:17:06 pm
It is complicate. In my mod it is used only once, and this mission counts as fully completed, like auto-completed invisible next stage. But other mods can handle it different.
I think, it will be easier to add special description in this stage's briefing, saying: "you MUST kill all bad guys to win". Thank you for your effort.
Title: Re: [Suggestion] Allow pass-through missions.
Post by: Meridian on September 21, 2024, 05:50:36 pm
Attached is a video proof from Area51 that it works as expected.

Offtopic... you may have noticed in the video that the "xcom units saved" said 2 instead of 1.

That is a bug and was fixed here today: https://github.com/MeridianOXC/OpenXcom/commit/afc5197b7fd5112bdb2a89063497d911f93608ee