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Question for Iskander
Posted: Thu Jun 21, 2007 4:17 am
by Khornish
Iskander,
I have your mod installed.
I unpacked a save game, to look around at the files.
I packed the save game.
I still have the three files (resulting from the unpack) hanging around in the save folder after the pack. Is this proper behavior?
Also, is there any way to remove a single UFO from the world map from within a save game file? I went on a mission in my trusty raider. First mission against a landed battlecruiser. The moment my raider arrived over the mission site, a cruiser shows up right on top of me.
Needless to say, but I will anyways, the cruiser wipes out my transport and the whole 8 man team after the mission. I get screwed on random chance and I'd like to fix it, if possible.
Any help?
RE: Question for Iskander
Posted: Thu Jun 21, 2007 4:23 pm
by Iskandar
yeah, the leftover files are proper behavior. they can be deleted or ignored. the game just doesn't clean up after itself, is all.
as far as getting rid of that pesky ufo, down there in the bottom of the globesave.xsv is UFOsonglobe section.
looks like:
ufoShipsOnGlobe
{
0
{
actArmor 200
className "UfoShipOnGlobe"
flightVector
{
className "C3DVector"
x -924.642
y -69.293
z 374.48
} //flightVector
id 23
inMissionOnly false
itemTypeId "UFO_SMALL"
missionId 21
originalSize 450
position
{
className "C3DVector"
x -2319.99
y 3269.33
z -5123.41
} //position
SMC
{
ai
{
className "SMCAIType"
spawntime 24600
speeddecisiontime 24600
} //ai
baseIndex -1
behaviour 1
className "SMCType"
targetMission -1
targetPoint
{
className "C3DVector"
x -5171.18
y 2524.93
z -3034.12
} //targetPoint
targetShip -1
type -1
underAttackBy
{
className "CVector"
} //underAttackBy
} //SMC
smoothHeading
{
className "C3DVector"
x -0.939763
y -0.0448366
z 0.335545
} //smoothHeading
speed 1035
title "#1Chaser.......6...............0..Larva........3...............0..UFO-1"
} //0
className "CVector"
} //ufoShipsOnGlobe
possibly morei n your save, as mine only had the one UFO
copy all of that, into a blank text file, you'll wnat to put it back afterward.
replace it with:
ufoShipsOnGlobe
{
className "CVector"
} //ufoShipsOnGlobe
will remove all ufos temporarily. repack the save, load the game, run tyhe game only until the transport is out of the way (should take no more than an hour or 2 of game time). save the game, unpack the save and put the UFOs back.
I can't guarantee that this won't crash your game horribly. that is why I strongly urge you to put the UFO back after the transport is safe.
if, for whatever reason, this does not work, i have another way around that, it requires you to have unpacked your system.xbg. if you haven't, or don't feel comfortable, or the above mentioned fix doesn't work, send me your save file and I'll move the transport myself.
I have access to debug keys, i can make the offending UFO go boom, safely.
RE: Question for Iskander
Posted: Thu Jun 21, 2007 6:53 pm
by Khornish
Thank you for your response.
I ended up adding max armor and health to the transport temporarily. Knowing how to remove the on map UFOs is great though (thanks!) as it gives me insight for the future.
Also, another question concerning the mod.
On the production page on the right side where the different items available to be produced are listed. What does the monetary amount in parenthesis mean?
Thanks for your work on the mod, btw. It's nice to have the various options available for tweaking the game.
RE: Question for Iskander
Posted: Thu Jun 21, 2007 8:16 pm
by Iskandar
that is what the item will cost you, including the cost of the technicians' salaries.