OpenXcom Forum
Modding => Help => Topic started by: wcho035 on October 20, 2019, 07:34:58 pm
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Hi, I am attempting to allow a mission from alien deployment to go from one surface map to another surface map.
I am keep encountering segmentation error. Here is my coding. From the screenshot below is the ufo transport. It shall take my troops to Cydonia.
The transport gives the illusion that it goes to Cydonia but it works like going from surface to an underground map.
However, in this case here, the transport goes from from one surface map to another surface map.
From the Alart terrain then to Mars terrain, before the third level, underground cydonia.
The game crashed while switching to the Mars Terrain segmentation fault. I am using
- type: addCraft
craftName: STR_PTOWER
in the Mapscript for Cydonia, so it gives the illusion the ufo transport did travel there.
Initially, I thought it was a spawning tiles problem.
I have used mapview2 to replace the ground tiles of the PTower with the spawning tiles from the planes.map and the green ones which starts the game for underground alien bases.
None of the two worked.
#Cydonia
- type: STR_CYDONIA_BASE_LANDSTARPORT
data:
HIDDEN STUFF
width: 60
length: 60
height: 4
terrains:
- ALARTSTARLAND
shade: 15
markerName: STR_ALIEN_COLONY
markerIcon: 7
#genMission:
# STR_ALIEN_SUPPLY: 100
genMissionFreq: 6
script: ARTIFACT_P1
#alienBase: true # this is only to tell new battle mode what to do with this deployment
nextStage: STR_MARS_CYDONIA_LANDING
briefing:
title: STR_ALIEN_COLONY_ATTACK_MISSION
desc: STR_ALIEN_COLONY_P1_BRIEFING
palette: 4
music: GMTACDRY
background: BACK01.SCR
points: 5
- type: STR_MARS_CYDONIA_LANDING
data:
HIDDEN STUFF
width: 50
length: 50
height: 9
terrains:
- MARS
shade: 15
race: STR_SECTOID
nextStage: STR_MARS_THE_FINAL_ASSAULT
#finalDestination: true
loseCutscene: loseGame
abortCutscene: loseGame
briefing:
textOffset: -16
palette: 6
music: GMNEWMAR
showTarget: false
Mapscript
- type: MARS
commands:
- type: addCraft
craftName: STR_PTOWER
- type: addBlock
groups: 2
- type: fillArea
CRAFT coding.
- type: STR_PTOWER
size: STR_SMALL
modSprite: PlaceHolder
damageMax: 50
speedMax: 2200
accel: 12
power: 0
range: 0
score: 50
reload: 56
breakOffTime: 200
battlescapeTerrainData:
name: PTower
mapDataSets:
- BLANKS
- U_EXT01
- U_WALL01
- U_DISEC1
- U_OPER1
- PUFOL83
- PUFOL83-B
mapBlocks:
- name: PTower2
width: 10
length: 10
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need the entire mod and a save to reproduce
PS: and no PMs
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Hi Meridian, I get back to you on this.
Thanks.
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Here is the test stuff.
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Looks like there are no spawn points for xcom.
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I have laid spawn tiles on the PTower craft, using spawn tiles from Plane.MCD and PCK. Also from Organic1,2,3 MCD and PCK, I have also laid green tiles which under ground Mission starts on.
If you start the Cydonia mars surface terrain mission from the Battle section, the Pyramid UFO does spawn with troops.
Some how, maybe the spawn points wasn’t connected or something missing while the game is transitioning from the ALART Map to the mars map?
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I don't have the tools to check the maps, maybe some other modder can help.
I can only say for sure that the game finds zero compliant spawn nodes for the xcom soldier.
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Thanks kindly as always Meridian for the great advice. I think where the fault is now. Its the RMP file need modding.
Thanks again.
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Quick questions on this Meridian
1) Are there different type of Spawn points for the maps?
2) If there are, are there surface and underground type spawn points?
Thanks Meridian
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1/yes
2/no
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Dont forget that X-Com units needs two type of nodes to spawn:
1 - route spawn nodes
2 - terrain floor tiles, marked as "Target Type"=1
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Thanks Nord, Thank you Meridian. I appreciate the answers.
What I did, I kind of took the level map from TFTD and able to turn it into a surface map. Problem solved. However, I have a lot of terrain editing ahead to get them fully presentable.
Thank you all again!