Regarding the mission scripting. I've heard that if multiple missions exist with the same objective, the game will choose randomly between them - seems to be working for Terrors, I think? I've tried that for Retals, and it doesn't seem to be working, though. The idea was that the final retal run will be performed by various ships (thus making the defenses more viable).
I've produced the following code. What did I do wrong?
- type: STR_ALIEN_RETALIATION
points: 0
objective: 4
spawnUfo: STR_BATTLESHIP #Spawned for the final retaliation run
raceWeights: {} #Special case, race comes from trigger UFO.
waves:
- ufo: STR_VESSEL_HEAVY_GUNSHIP
count: 1
trajectory: P8
timer: 3000
- ufo: STR_VESSEL_HEAVY_GUNSHIP
count: 2
trajectory: P8
timer: 3000
- ufo: STR_VESSEL_FIGHTER
count: 3
trajectory: P8
timer: 3000
- ufo: STR_BATTLESHIP
count: 2
trajectory: P8
timer: 3000
- type: STR_ALIEN_RETALIATION_S
points: 0
objective: 4
spawnUfo: STR_VESSEL_BOARDING_TORPEDO
raceWeights: {}
waves:
- ufo: STR_VESSEL_HEAVY_GUNSHIP
count: 1
trajectory: P8
timer: 3000
- ufo: STR_VESSEL_HEAVY_GUNSHIP
count: 2
trajectory: P8
timer: 3000
- ufo: STR_VESSEL_FIGHTER
count: 3
trajectory: P8
timer: 3000
- ufo: STR_BATTLESHIP
count: 2
trajectory: P8
timer: 3000
- type: STR_ALIEN_RETALIATION_L
points: 0
objective: 4
spawnUfo: STR_VESSEL_ASSAULT_TRANSPORT
raceWeights: {}
waves:
- ufo: STR_VESSEL_HEAVY_GUNSHIP
count: 1
trajectory: P8
timer: 3000
- ufo: STR_VESSEL_HEAVY_GUNSHIP
count: 2
trajectory: P8
timer: 3000
- ufo: STR_VESSEL_FIGHTER
count: 3
trajectory: P8
timer: 3000
- ufo: STR_BATTLESHIP
count: 2
trajectory: P8
timer: 3000