correct i´m trying to control certain spawn points of certain units , it works on "fixed maps" with UFO mapscript (i make 100 inside ufo works 100%) , and fixed sized map script (only add block 50x50 per ex. , add craft, done )
* On UFOs and fixed map sizes (could you explain better what are fixed maps?) all the values for the rank flag for each node is used. This means that Navigators, Engineers, etc., appear on nodes assigned to the corresponding values and only use them when patrolling (to avoid them leaving the UFO while patrolling)
Where is the main question , what is written above is only true on maps that dosen´t used other mapscript propreties (add line , fill area , add block) even when i give all the right properties in map and routes still it messes all up when generating the area
i want to control spawn point in random maps like urban that adds roads , but this randomness messes the deployment
However, one possible current solution for this issue would be to use the 'addUFO' command several times to generate the entire Battlescape. You'll still need 1 map assigned to the terrain to serve as the 'ground' where the 'ufos' are placed over. Or just cover most of the battlescape with enough 'ufos' and then use fillArea for the rest. That might also give you a closer spawning to what you need.
i´ve done the addUFO line , with 100% deployment inside , the ufo appear ...but they all spawn in diferent terrain and random. i might try the all ufo terrain just for the kick´s but i doubt to work
(i think because deployment is not link to the ufo in question but to the terrain)
Still i´ve done lots of trial and error , invert mapscript order so it add the block first, made a block with spawns only , lot´s of crazy stuff, i can be all wrong and missing something
--- posts merged ---well , i just check your mappack 4.0 , that contains the ports/harbors with the "ufo" ship and you manage to spawn units in it , so your mapscript goes as
- type: PORTCARGOSHIP
commands:
- type: addUFO
UFOName: STR_CARGOSHIPPORT
rects:
- [3, 0, 3, 7]
- type: addCraft
rects:
- [0, 5, 2, 2]
- type: addBlock
rects:
- [2, 0, 1, 1]
blocks: 35
- type: addBlock
rects:
- [2, 2, 1, 1]
blocks: [33, 34, 36]
- type: addBlock
rects:
- [2, 0, 1, 7]
executions: 8
blocks: [2, 3, 4, 5, 6, 7, 8, 9]
maxUses: [1, 1, 1, 1, 1, 1, 1, 1]
- type: addBlock
groups: 5
size: 2
rects:
- [0, 0, 2, 2]
- type: addBlock
size: 2
executions: 2
- type: fillArea
my script goes
- type: WARSCRIPT
commands:
- type: addUFO
UFOName: STR_PREDATOR_UFO
rects:
- [0, 4, 1, 2]
- type: addBlock
size: 3
executions: 1
blocks: [5]
maxUses: [1]
rects:
- [1, 1, 3, 4]
- type: addCraft
rects:
- [4, 2, 2, 2]
- type: addLine
label: 1
direction: vertical
executionChances: 50
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: 2
executions: 3
blocks: [6, 7, 8, 9]
maxUses: [1, 1, 1, 1,]
- type: fillArea
blocks: [3, 4, 10, 11, 12, 13, 14]
freqs: [1, 1, 2, 2, 2, 2, 2]
maxUses: [2, 2, 2, 2, 2, 2, 2]
so i even tried to remove the addlines scripts , still no spawn in the ufo
and i give rects to all block´s even to help.. but still nothing
( the only diference i see is that your ship is like a megablock with ground) mine is a smal 10x10 ufo that was no ground and goes in a plain the terrain )
i will try other bigger ufo to see the results