OpenXcom Forum
Modding => Help => Topic started by: The Martian on May 16, 2023, 09:31:59 am
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Before I upload a map and someone loses their team while trying to abort a mission I thought it would be better if I understood how this works.
In McdView (General) #59 SpecialType can be set to "1 EntryPoint" and "13 ExitPoint".
How are these two SpecialTypes used?
(https://openxcom.org/forum/index.php?action=dlattach;topic=11264.0;attach=59776)
Do I use EntryPoint for the tiles that you can place X-Com units on and recover them if you abort the mission or is that ExitPoint?
At first I though EntryPoint tiles would be where the X-Com units will be spawning however in MapView2 (Node data) "Node Rank" can be set to "1 : XCOM" which I'm assuming acts as the spawn point for X-Com units.
(https://openxcom.org/forum/index.php?action=dlattach;topic=11264.0;attach=59777)
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Entry point - where your units will survive when fall back.
Exit point - used in multi-stage missions. From there your units will proceed to the next level, if you use "abort mission" button.
For one stage missions you need to use only entry points.
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Thank you that makes sense, the EntryPoint & ExitPoint tiles are only determining the fate of units on them when the abort button is pressed mid game and don't have anything to do with spawning units.
I still need to use MapView2 and place "Node Rank" "1 : XCOM" spawn nodes on each entry EntryPoint tile to actually make X-Com's units be able to spawn at the start of the battle.
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I still need to use MapView2 and place "Node Rank" "1 : XCOM" spawn nodes on each entry EntryPoint tile to actually make X-Com's units be able to spawn at the start of the battle.
no i don't think so. XCOM spawnnodes are used in aLien base assault missions (ie. when there's not an XCOM landing craft)
[edit] I'm guessing there's a flag in some ruleset or other that you'd set, that tells OxC/e to use either spawnnodes or EntryTiles .....
[edit2] just took a look at the OxC code, it's not a ruleset flag but based on other configuration of the mission:
BattleUnit *BattlescapeGenerator::addXCOMUnit(BattleUnit *unit)
{
if (_baseInventory)
{
// skirmish mode
}
else if (_craft == 0 || !_craftDeployed)
{
// no craft, use XCOM spawnnodes
}
else if (_craft && !_craft->getRules()->getDeployment().empty())
{
// has craft, has deployment rules, use MCD EntryPoints
}
else
{
// fallback, also uses MCD EntryPoints
}
}
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By my experience, X-Com spawning nodes are required on entry tiles, if it's part of terrain (not a craft, etc.).
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and don't have anything to do with spawning units.
Wrong. You must put some entry points on map to spawn X-com soldiers properly.
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Do I still need entry points on a map if X-Com will arrive via their craft or does the X-Com craft's map bring its own entry points with it?
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Do I still need entry points on a map if X-Com will arrive via their craft or does the X-Com craft's map bring its own entry points with it?
Craft doesn't need entry nodes, only the right kind of floor (in the MCD, byte 59).