Greetings, fellow operatives.
I'm working on my first mod for OXC, and it's going to be just a bunch of new UFOs for now (baby steps, all the way). I've figured out editing maps themselves (mapview) and editing MCDs (MCDedit), but setting the routes efficiently still escapes me. Just connecting all the main passages and setting spawns randomly results in 20 aliens clumping up in chokepoints, so a better approach is needed. There are some parameters of nodes that supposedly allow for it, but I can't figure it out by myself. Hopefully some kind soul could help me here.
1) What is the difference between setting the node type as "small" and/or setting all its links to "small"? If there are no terror units in the alien deployment for the map, can I just leave them both at "any", or will it potentially cause errors?
2) What does the priority flag do? Is one the highest priority, or is it ten? If a node has the lowest priority, does that mean the aliens will never use it? I really need some aliens to stay in their rooms / on their floors, can I achieve it by setting the lift nodes to one (or ten?)
3) What will happen if I leave some patrol routes disconnected from the rest? Errors? There is a disconnected circle of nodes on the roof of the vanilla Harvester, but no spawns there, does it serve any purpose at all?
4) What are the spawn priorities? Are they weights for randomized spawns (when there are more spawn nodes than aliens) or will the game fill them in strict order from highest to lowest? Is one the highest or is it ten again?
5) Is it possible to have "groups" of spawns? Lets say I have 2 rooms, each room should have exactly 1 soldier, but there are 4 possible spawn positions in each. Is it possible? If yes, how?
6) How precise should the node graph be in general? If a straight link between two nodes intersects a solid object, will the patrolling alien walk around it, or will it get stuck?
I know this is a lot of questions, but if I could get at least some answers, it will be amazing. Thanks in advance.