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Author Topic: EntryPoint vs ExitPoint?  (Read 2187 times)

Offline The Martian

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EntryPoint vs ExitPoint?
« on: May 16, 2023, 09:31:59 am »
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?


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.
« Last Edit: May 16, 2023, 09:38:12 am by The Martian »

Offline Nord

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Re: EntryPoint vs ExitPoint?
« Reply #1 on: May 16, 2023, 10:28:56 am »
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.

Offline The Martian

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Re: EntryPoint vs ExitPoint?
« Reply #2 on: May 16, 2023, 02:55:43 pm »
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.

Offline kevL

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Re: EntryPoint vs ExitPoint?
« Reply #3 on: May 16, 2023, 04:00:05 pm »
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:

Code: [Select]
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
}
}
« Last Edit: May 16, 2023, 04:26:14 pm by kevL »

Offline Solarius Scorch

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Re: EntryPoint vs ExitPoint?
« Reply #4 on: May 16, 2023, 11:02:59 pm »
By my experience, X-Com spawning nodes are required on entry tiles, if it's part of terrain (not a craft, etc.).

Offline Nord

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Re: EntryPoint vs ExitPoint?
« Reply #5 on: May 18, 2023, 10:08:35 am »
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.

Offline The Martian

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Re: EntryPoint vs ExitPoint?
« Reply #6 on: May 18, 2023, 06:31:25 pm »
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?

Offline Solarius Scorch

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Re: EntryPoint vs ExitPoint?
« Reply #7 on: May 18, 2023, 07:09:14 pm »
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).