While adapting some scripts for my submod, I've spotted a possible issue in the last one I've come across. There's a mission, "Impossible Internet Intelligence", with a deployment in a 50x50 map. The script for this mission tries to spawn a large block (40x40) in after the craft. The issue is that depending on the size of this craft and its placement on the map it can prevent this large block from being placed, while not critical as it doesn't crash the game nor does it block the player from completing it, it left me wondering if this was desired / intended.
You're right, this is just a bug.
I solved it by enlarging the map to 60x60, and also by modifying the script:
- type: URBAN_SCHOOL_AREA
commands:
- type: addBlock # school
terrain: URBAN
groups: 5
size: 4
rects:
- [0, 0, 4, 4]
- type: addUFO
- type: addCraft
- type: addLine
label: 1
direction: vertical
executionChances: 33
rects:
- [1, 1, 4, 1]
- type: addLine
label: 2
conditionals: -1
executionChances: 50
direction: horizontal
rects:
- [1, 1, 1, 4]
- type: addLine
conditionals: [-1, -2]
direction: both
rects:
- [1, 1, 4, 4]
- type: addBlock
size: 4
executionChances: 50
- type: addBlock
size: 2
executions: 3
- type: fillArea
This forces the building to spawn in the upper corner to leave enough space for any craft (none is bigger than 20x20).
I normally avoid using fixed positions, but in this case we can make an exception, as it's a rare and specific mission.
There sometimes appears to be an inaccessible map block in Exalt HQ. This is a kind of special tower with some lower levels that are not connected to the rest of the map. From some locations you can shoot at the tower, if the enemy units wander into a visible area. I had to use debug more get rid of this.
It's accessible through the cellar. Should be anyway, never seen this failing.
In Dr. Alpha's Island I also got an area very difficult to access. There is only one hole in a corridor through which you can drop into there, and there is no way out (for you or the enemy units within). Even the pathfinding algorithm doesn't apparently find the working path there. I suppose this is a bug in the mapscript.
Yeah, this one is a genuine issue. Added an extra door.
By the way, I really should make a release soon... I don't feel I have enough content, but this Morozova bug is turning into a major issue.