Units deployment - XCOM:EU 2012
Contents
Overview
The following is derived from the Nexus Forums threads Modding EXALT and R&D AI Improvements.
There are three separate deployment mechanisms by which units are placed on a map: one for XCOM Soldiers, one for 'walk-in' or 'static' aliens, and one for 'drop-in' or 'dynamic' aliens. All of these units are placed on defined 'spawn point' locations on each map. (See the related wiki articles Maps - XCOM:EU 2012 and Spawn Points - XCOM:EU 2012 for discussion on those specific topics, and in particular instructions on how to extract the relevant map data to examine that information.)
The three deployment mechanisms all work through the same general XGDeployAI process.
Programs and Tools
- Modding Tools - XCOM:EU 2012
- UPKDecompressor
- UPKUtils
XCOM soldiers deployment
Soldiers deployment is tied in to TheWorld.PersistentLevel.PlayerStart_X map objects (where "X" is a number), which determine properties of the player start location. Each start location has 6 spawn points determined by TheWorld.PersistentLevel.XComSpawnPoint_X objects. Spawn points are tied in to player start locations by the "Tag" property.
For example, for map CSmallScout_Badlands there are 3 possible starting points: TheWorld.PersistentLevel.PlayerStart_0, TheWorld.PersistentLevel.PlayerStart_1 and TheWorld.PersistentLevel.PlayerStart_2. PlayerStart_0' has "Tag" property set to "Group2". There are 6 spawn points with the same tag: TheWorld.PersistentLevel.XComSpawnPoint_0 through TheWorld.PersistentLevel.XComSpawnPoint_5. Spawn points for XCOM Soldiers have the XComSpawnPoint type property.
On a side note: Meld Canisters spawn points in EW are tied in to the player start locations via "Tag" as well. For example, there are 4 possible spawn points for meld canisters for each of the three player start points. Meld container spawn points have the XComMeldContainerSpawnPoint type property.
Static aliens deployment
Alien pods deployment is handled via XGDeployAI in XComGame. GetPossibleSpawns function requests WorldInfo on AllActors of class XComAlienPod. XComAlienPod_X objects are defined in TheWorld.PersistentLevel of each map. EXALT maps have only two XComAlienPod objects, hence only two pods will be spawned on the map during deployment.
TheWorld.PersistentLevel.XComAlienPod_X objects contain default properties for each XComAlienPod class instance variable. For example, map URB_PierA_Terror_CovExt has two such objects: TheWorld.PersistentLevel.XComAlienPod_1 and TheWorld.PersistentLevel.XComAlienPod_3. Their properties are almost identical, only the Location property is different and sets the pod spawn location:
(See #FindObjectEntry TheWorld.PersistentLevel.XComAlienPod_x in the Separate Content section.)
Another example is map CSmallScout_Badlands, which has four XComAlienPod objects. One of those contains bCommanderPod property set to 1 and stands for commander pod spawn point. XGDeployAI contains GetPossibleCommanderSpawns, GetPossibleSecondarySpawns and GetPossibleSoldierSpawns functions to determine spawn points for corresponding pod types.
XGDeployAI maps actual alien squad to XComAlienPod map objects. It can deploy any pod at any map alien pod "placeholder": for example, if there are no Commanded pods defined, XGDeployAI will place actual Commander pod at the farthest "placeholder" available.
Spawn points for alien pods are extracted using the XComAlienPod.GetSpawnPoint function. (See #XComAlienPod.GetSpawnPoint in the Separate Content section.)
Dynamic aliens deployment: Wave System
Council Missions do not use the Wave System; it was introduced for EW. They use triggers (zones on the map or global events) instead.
XComWaveSystem is a class in XComGame.UPK which is used to spawn aliens dynamically. Wave System parameters are defined for each map directly in the map's UPK as archetype objects in TheWorld.PersistentLevel. Usually maps contain just one Wave System: TheWorld.PersistentLevel.XComWaveSystem_0. You can extract information on wave objects from map file by decompressing it (with UPKDecompressor) and running FindObjectEntry.exe (from UPKUtils):
FindObjectEntry.exe URB_PierA_Terror_CovExt.upk TheWorld.PersistentLevel.XComWaveSystem_0 > TheWorld.PersistentLevel.XComWaveSystem_0.txt
This will place the object information in the file TheWorld.PersistentLevel.XComWaveSystem_0.txt for examination.
XGOvermind.Init function initializes all map spawns and contains InitWaveSystem call (along with DeployPods call).
InitWaveSystem requests WorldInfo on AllActors of class XComWaveSystem and calls XComWaveSystem.Init function. This function checks if a wave is valid and calls InitScalableList function.
InitScalableList iterates through all Pods in AlienSquad and calls AddCharTypeToScalableList for eMain, eSupport1 and eSupport2 types.
AddCharTypeToScalableList sorts aliens by type and adds them to three lists: m_arrScalableList contains all the types available, m_arrScalableFlyInList contains only flying units, and m_arrScalableDropInList contains only characters with HasTraversal property (i.e. those, who can climb ladders).
When the time comes for another wave, SpawnGroup function is called, which in turn calls to the SetScalingAliens function.
If alien group is Scalable (which is set in properties of alien wave), SetScalingAliens initializes AlienType with random alien from one of the Scalable Groups, described above. If the group is not Scalable, it forces ExaltOperatives for EXALT maps and ThinMan for the other maps.
Spawn point for the dynamic alien is chosen randomly from the array of available spawn points. And there are plenty of spawn points for EXALT maps. NumAliens is defined via XComWaveSystem_0 for those maps, and changing those values does alter the results.
- DropIn spawns use overwatch. Any EXALT unit can spawn as a DropIn unit, not only snipers. WalkIn units spawn without overwatch. In theory this can be changed, but it won't be easy, as there is no spawn method entry for those waves.
- Spawn time seems to be controlled through linked variables, which are set by events. One can determine which wave spawns when by setting a different number of units per spawn and observing the result in actual gameplay. Or by digging through all sequence action objects.
For EXALT maps the triggers are already known from experience: approaching active arrays 1 and 2, or the operative approaching the evacuation zone. The trick is to determine which event triggers which wave. And as linked event names are buried inside default properties of the SeqEvent object, it is necessary to decompile the entire map to find the proper triggers.
"Capture and hold" missions are actually easier to comprehend as events have human-friendly names.
The Wave System for URB_CommercialRestaurant_CNH map contains two sets:
- 1st set:
- disabled when TransmitterCaptured
- has 3 waves
- 1st wave appears on turn 2, has 2 groups.
- Groups 0 and 1: 1 unit with 6 possible spawn points, walk in, no overwatch.
- 2nd wave appears on turn 4, has 3 groups.
- Groups 0 and 1: 1 unit with 6 possible spawn points, walk in, no overwatch.
- Group 2: 1 unit with 6 possible spawn points, drop in, overwatch.
- 3rd wave appears on turn 6, has 3 groups.
- Group 0: 2 units, 6 spawn points, walk in, no overwatch.
- Group 1: 1 unit, 6 spawn points, walk in, no overwatch.
- Group 2: 2 units, 6 spawn points, drop in, overwatch.
- 2nd set:
- enabled with TransmitterCaptured
- disabled with DataRelayCaptured
- has 2 waves
- 1st wave: 0 turn after enabled, 3 groups.
- Group 0 and 1: 1 unit with 6 possible spawn points, walk in, no overwatch.
- Group 2: 1 unit with 6 possible spawn points, drop in, overwatch.
- 2nd wave: 2 turn after enabled, 3 groups.
- Group 0 and 1: 1 unit with 6 possible spawn points, walk in, no overwatch.
- Group 2: 1 unit with 6 possible spawn points, drop in, overwatch.
All the maps seem to follow the same pattern: only spawn points are different.
To summarize the results: since spawn locations are extremely limited (2 for covert extraction maps, 6 for capture and hold maps), we can't increase the number of stationary EXALT pods. So, to increase mission difficulty we need to mod the Wave System. There are plenty of spawn points for dynamic aliens (like 20-30 for each map), so it is very possible to increase a number of EXALT reinforcements. Spawn timings are tied in to events. It is theoretically possible to mod those, but, IMO, it won't do any good, as spawn points for each wave are tied in to specific trigger locations. Hence, we need to determine which event triggers which wave and adjust it accordingly. Maps will still be scripted, but will be more difficult.
As a side note, it is possible to mod dynamic alien types inside the Wave System class itself. Remember: It cannot help in modding Council Missions, as those use triggers instead of the Wave System.
Deployment process
Battle Initialization
Apparently, the InitPlayers() function, which is called from inside Initing and Loading states of XGBattle, does call all the necessary alien init functions. And pods or individual aliens, created by random spawn, show up immediately. It is also called during briefing in the Strategy game, as errors in the deployment code will crash it then.
But there are a lot of code, which is used for debug missions init. For example, when you create a mission from developer shell menu. And there is a lot of if-else "safety" code, which checks for proper initialization.
XGBattle state Initing calls for the functions:
- InitDescription()
- InitLevel()
- PostLevelLoaded()
- InitPlayers()
XGBattle_SP.InitDescription() calls for XGBattleDesc.InitAlienLoadoutInfos(), which builds pods and loadouts.
In EW XGBattle_SP.PostLevelLoaded() inits meld containers and capture points by calling InitMeldContainers() and InitCapturePoints() respectively.
XGBattle_SP.InitPlayers() calls for XComAlienPodManager.InitPods() and then for each player calls XGAIPlayer.LoadSquad().
XComAlienPodManager.InitPods() centers each pod location on the tile, inits patrol routes (if the pod has any), checks if the pod is enabled and hides/shows the pod body depending upon the current situation.
XGAIPlayer.LoadSquad() calls for XGAIPlayer.CreateSquad().
There are several places along this chain of function calls, where transfer data is checked and created if necessary: mission description, narrative moments, human squad, etc.
An alien squad is created by XGAIPlayer.CreateSquad():
- XComAlienPodManager.InitPlayer() is called, which initializes Overmind by calling XGOvermind.Init(). XGOvermind.Init() performs alien spawn initialization by calling for XGDeployAI.DeployPods(), which assigns a pod from the transfer save to map pod "placeholders".
- XComAlienPodManager.SpawnAllPodAliens() then tries to spawn preplaced pods. If it fails, the code tries to create random pods on any available XComAlienPod "placeholder". If this fails also, the function creates random individual aliens, randomly distributed throughout the map.
- XComAlienPodManager.SpawnAllPodAliens() first tries to create pods from the transfer save. If it fails, it calls for CheckAlienCounts() to try and build pods from information embedded into XComAlienPod "placeholders". It analyzes all the information and creates pods, based upon specialty, alien numbers and patrol routes: as many as it can.
With so many "safety" spawns, suspect this code will create an alien squad even on totally empty map.
All the particle effects and dynamic spawns are embedded into the map package.
XGDeployAI
This class is used to deploy all units on the tactical map. Main deployment function is DeployPods:
function array<TAlienSpawn> DeployPods(out TAlienSquad kAlienSquad) { m_kSquad = kAlienSquad; SetDeploymentFlags(); GetPlayerStart(); GetPossibleSpawns(); DeployMissionCommander(); DeploySecondaryAliens(); DeploySoldiers(); DeployHunters(); DeployRoaming(); return m_arrDeployments; //return ReturnValue; }
It takes kAlienSquad as an input, calculates Deployment Flags, sets Player Start location, gets Possible Spawn points from map package and deploys all aliens.
Deployment Flags
XCOM Soldier deployment order is determined by Deployment Flags:
enum EDeploymentFlags { eDeploy_Random, eDeploy_ClosestFirst, eDeploy_FurthestFirst, eDeploy_Custom, eDeploy_MAX };
For Council Missions SetDeploymentFlags function sets eDeploy_FurthestFirst flag, for Abductions it sets eDeploy_ClosestFirst flag if there are 2 or less pods in Alien Squad, and eDeploy_Random if there are 3 or more pods. For every other case Deployment Flags are set to eDeploy_Random.
Possible Spawn Points
Possible Spawn Points are extracted directly from map packages by GetPossibleSpawns function: it requests WorldInfo for AllActors of XComAlienPod class (subclasses get counted too, as they are of XComAlienPod class too) and places it into an array. Function then checks if pod is enabled (via bUse property, see Spawn Points - XCOM:EU 2012) and in Group0 and deletes the pod from array of possible pods if not. Function then sorts Possible Spawns by distance from Player Start (more info on Player Start), so closest Spawn Points are moved to array beginning; and furthest to array end.
DeployMissionCommander
This function finds all Commander Pods (pods of type=1) in Alien Squad, requests for Possible Commander Spawns by calling GetPossibleCommanderSpawns function and places a pod randomly on one of the Possible Commander Spawns locations by calling BuildSpawn fucntion.
GetPossibleCommanderSpawns
This function iterates through all Possible Spawn Points and returns an array of points marked as Commander Spawn (via bCommanderPod property, more info on it in XComAlienPod class). If no specific Commander Spawns exist, it returns farthest point of the array of Possible Spawns.
BuildSpawn
Places a pod on a specified Possible Spawn point and removes this point from array of Possible Spawns.
DeploySecondaryAliens function works the same way, but checks for Secondary pods (Type=2), requests specific Secondary Spawns first and returns a random spawn from array of Possible Spawns if none are found.
DeploySoldiers function deploys Soldier Pods (Type=0) in according with Deployment Flags. It calls for GetPossibleSoldierSpawns function and places a pod in first spawn points if eDeploy_ClosestFirst flag is set, on last spawn point if eDeploy_FurthestFirst is set, and on random spawn point from the array of Possible Spawns otherwise.
GetPossibleSoldierSpawns works similar to GetPossibleCommanderSpawns, but returns a closest spawn point if all the remaining Possible Spaws are of Commander or Secondary type.
DeployRoaming
This function does not deploy the aliens, but triggers a global event SeqEvent_RoamingAlienNumberSet instead, which sets iNumAliens variable to iNumDynamicAliens value, defined in Alien Squad. Dynamic aliens are used in Council Missions for handling ThinMan (and other aliens in DLC) drop-downs. EXALT maps use XCOMWaveSystem instead.
DeployHunters
This function does nothing.
XGDeployAI Summary
- Units positions on map are defined per map individually inside map packages.
- Player Start location is determined first, then all the other positions are sorted relative to that one.
- Maximum number of pods per map are determined via number of XComAlienPod objects, defined in that map.
- Any pod can be placed on any position: placement priority is determined via XComAlienPod type first, and specific functions second.
- Only Soldier pods use Deployment Flags info.
- Roaming (i.e. dynamic) aliens are deployed via trigger events (Council Missions) or the Wave System (EXALT Missions).
EXALT Wave Summary
This is summary of the information in the map files related to the Wave System for EXALT missions from EW.
EXALT info -----------
Covert Extraction -----------------
Maps (streams): --------------- DLC2_1_Portent_CovExt.upk URB_CommercialAlley_CovExt.upk URB_ConvienienceStore_CovExt.upk URB_HighwayConstruction_CovExt.upk URB_LiquorStore_CovExt.upk URB_MilitaryAmmo_CovExt.upk URB_PierA_Terror_CovExt.upk URB_ResearchOutpost_CovExt.upk URB_StreetOverpass_CovExt.upk URB_Trainyard_CovExt.upk
Pods: ----- 2 pods on each map
Radars: ------- 4 radar arrays, 2 get activated randomly
Wave system: ------------
~10 units total
drop-in method uses overwatch, walk-in doesn't use overwatch
DLC2_1_Portent_CovExt, 5 sets: ------------------------------ On covert operative approaching evac zone set[0]: 3 waves wave[0]: turn 0, 1 group group[0]: 2 units, drop-in, 4 possible spawn points wave[1]: turn 2, 2 groups group[0]: 1 unit, drop-in, 3 possible spawn points group[1]: 1 unit, drop-in, 3 possible spawn points wave[2]: turn 4, 2 groups group[0]: 1 unit, drop-in, 3 possible spawn points group[1]: 1 unit, drop-in, 3 possible spawn points Array 1 reinforcements: set[1]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, drop-in, 3 possible spawn points Array 2 reinforcements: set[2]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, drop-in, 3 possible spawn points Array 3 reinforcements: set[3]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, drop-in, 3 possible spawn points Array 4 reinforcements: set[4]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, drop-in, 3 possible spawn points
URB_CommercialAlley_CovExt, 5 sets: ----------------------------------- On covert operative approaching evac zone set[0]: 2 waves wave[0]: turn 0, 2 groups group[0]: 1 unit, walk-in, 6 possible spawn points group[1]: 1 unit, walk-in, 6 possible spawn points (has Hunter == false) wave[1]: turn 2, 2 groups group[0]: 1 unit, walk-in, 6 possible spawn points group[1]: 1 unit, walk-in, 6 possible spawn points (has Hunter == false) Array 1 reinforcements: set[1]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, walk-in, 6 possible spawn points Array 2 reinforcements: set[2]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, drop-in, 6 possible spawn points Array 3 reinforcements: set[3]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, walk-in, 6 possible spawn points Array 4 reinforcements: set[4]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, walk-in, 6 possible spawn points
URB_ConvienienceStore_CovExt, 5 sets: ------------------------------------- On covert operative approaching evac zone set[0]: 2 waves: wave[0]: turn 0, 2 groups group[0]: 1 unit, walk-in, 5 possible spawn points group[1]: 1 unit, drop-in, 5 possible spawn points (has Hunter == false) wave[1]: turn 2, 2 groups group[0]: 1 unit, walk-in, 5 possible spawn points group[1]: 1 unit, drop-in, 5 possible spawn points (has Hunter == false) Array 1 reinforcements: set[1]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, walk-in, 6 possible spawn points Array 2 reinforcements: set[2]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, drop-in, 6 possible spawn points Array 3 reinforcements: set[3]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, walk-in, 6 possible spawn points Array 4 reinforcements: set[4]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, walk-in, 6 possible spawn points
URB_HighwayConstruction_CovExt, 5 sets: --------------------------------------- On covert operative approaching evac zone set[0]: 2 waves: wave[0]: turn 0, 2 groups group[0]: 1 unit, drop-in, 6 possible spawn points group[1]: 1 unit, drop-in, 6 possible spawn points wave[1]: turn 2, 2 groups group[0]: 1 unit, drop-in, 6 possible spawn points group[1]: 1 unit, drop-in, 6 possible spawn points Array 1 reinforcements: set[1]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, walk-in, 6 possible spawn points Array 2 reinforcements: set[2]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, walk-in, 6 possible spawn points Array 3 reinforcements: set[3]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, walk-in, 6 possible spawn points Array 4 reinforcements: set[4]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, walk-in, 6 possible spawn points
URB_LiquorStore_CovExt, 5 sets: ------------------------------- On covert operative approaching evac zone set[0]: 2 waves: wave[0]: turn 0, 1 group group[0]: 2 units, drop-in, 2 possible spawn points wave[1]: turn 2, 1 group group[0]: 2 units, walk-in, 2 possible spawn points Array 1 reinforcements: set[1]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, walk-in, 5 possible spawn points (2 origination points) Array 2 reinforcements: set[2]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, walk-in, 5 possible spawn points Array 3 reinforcements: set[3]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, walk-in, 5 possible spawn points (2 origination points) Array 4 reinforcements: set[4]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, walk-in, 6 possible spawn points
URB_MilitaryAmmo_CovExt, 5 sets: -------------------------------- On covert operative approaching evac zone set[0]: 2 waves: wave[0]: turn 0, 2 groups group[0]: 2 units, drop-in, 3 possible spawn points group[1]: 1 unit, drop-in, 3 possible spawn points wave[1]: turn 2, 1 group group[0]: 2 units, drop-in, 3 possible spawn points Array 1 reinforcements: set[1]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, drop-in, 3 possible spawn points Array 2 reinforcements: set[2]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, drop-in, 3 possible spawn points Array 3 reinforcements: set[3]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, drop-in, 3 possible spawn points Array 4 reinforcements: set[4]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, drop-in, 3 possible spawn points
URB_PierA_Terror_CovExt, 5 sets: -------------------------------- On covert operative approaching evac zone set[0]: 1 wave: wave[0]: turn 0, 2 groups group[0]: 1 unit, walk-in, 6 possible spawn points group[1]: 1 unit, walk-in, 6 possible spawn points Array 1 reinforcements: set[1]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, drop-in, 6 possible spawn points Array 2 reinforcements: set[2]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, drop-in, 6 possible spawn points Array 3 reinforcements: set[3]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, drop-in, 6 possible spawn points Array 4 reinforcements: set[4]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, drop-in, 6 possible spawn points
URB_ResearchOutpost_CovExt, 5 sets: ----------------------------------- On covert operative approaching evac zone set[0]: 2 waves: wave[0]: turn 0, 1 group group[0]: 3 units, drop-in, 3 possible spawn points wave[1]: turn 1, 1 group group[0]: 3 units, drop-in, 4 possible spawn points Array 1 reinforcements: set[1]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, drop-in, 3 possible spawn points Array 2 reinforcements: set[2]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, drop-in, 3 possible spawn points Array 3 reinforcements: set[3]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, drop-in, 3 possible spawn points Array 4 reinforcements: set[4]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, drop-in, 3 possible spawn points
URB_StreetOverpass_CovExt, 5 sets: ---------------------------------- On covert operative approaching evac zone set[0]: 1 wave: wave[0]: turn 0, 2 groups group[0]: 1 unit, walk-in, 6 possible spawn points group[1]: 1 unit, walk-in, 6 possible spawn points Array 1 reinforcements: set[1]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, walk-in, 6 possible spawn points Array 2 reinforcements: set[2]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, walk-in, 5 possible spawn points Array 3 reinforcements: set[3]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, drop-in, 6 possible spawn points Array 4 reinforcements: set[4]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, walk-in, 6 possible spawn points
URB_Trainyard_CovExt, 5 sets: ----------------------------- On covert operative approaching evac zone set[0]: 2 waves: wave[0]: turn 0, 2 groups group[0]: 1 unit, walk-in, 6 possible spawn points group[1]: 1 unit, drop-in, 5 possible spawn points wave[1]: turn 1, 2 groups group[0]: 1 unit, walk-in, 6 possible spawn points group[1]: 1 unit, drop-in, 5 possible spawn points Array 1 reinforcements: set[1]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, walk-in, 6 possible spawn points Array 2 reinforcements: set[2]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, walk-in, 6 possible spawn points Array 3 reinforcements: set[3]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, drop-in, 6 possible spawn points Array 4 reinforcements: set[4]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, drop-in, 6 possible spawn points
Capture and hold ----------------
Maps (streams): --------------- URB_Boulevard_CNH.upk URB_CommercialRestaurant_CNH.upk URB_Demolition_CNH.upk URB_GasStation_CNH.upk URB_HighwayConstruction_CNH.upk URB_IndustrialOffice_CNH.upk URB_OfficePaper_CNH.upk URB_PoliceStation_CNH.upk URB_RooftopsConst_CNH.upk URB_TruckStop_CNH.upk
Pods: ----- 2 pods on each map
Capture points: --------------- 2 capture points
Radars: ------- 4 radar arrays
Wave system: ------------
~16 units total
drop-in method uses overwatch, walk-in doesn't use overwatch
Hunter = false
URB_Boulevard_CNH, 2 sets: -------------------------- Enabled from the start, disabled with TransmitterCaptured set[0]: 3 waves: wave[0]: turn 3, 1 group group[0]: 2 units, walk-in, 6 possible spawn points wave[1]: turn 5, 2 groups group[0]: 2 units, walk-in, 6 possible spawn points group[1]: 1 unit, walk-in, 3 possible spawn points wave[2]: turn 7, 3 groups group[0]: 2 units, walk-in, 4 possible spawn points group[1]: 2 units, walk-in, 6 possible spawn points group[2]: 1 unit, drop-in, 1 possible spawn point Enabled with TransmitterCaptured, disabled with DataRelayCaptured set[1]: 2 waves wave[0]: turn 0, 2 groups group[0]: 2 units, walk-in, 5 possible spawn points group[1]: 1 unit, walk-in, 3 possible spawn points wave[1]: turn 2, 3 groups group[0]: 1 unit, walk-in, 4 possible spawn points group[1]: 1 unit, walk-in, 3 possible spawn points group[2]: 1 unit, drop-in, 1 possible spawn point
URB_CommercialRestaurant_CNH, 2 sets: ------------------------------------- Enabled from the start, disabled with TransmitterCaptured set[0]: 3 waves: wave[0]: turn 2, 2 groups group[0]: 1 unit, walk-in, 6 possible spawn points group[1]: 1 unit, walk-in, 6 possible spawn points wave[1]: turn 4, 3 groups group[0]: 1 unit, walk-in, 6 possible spawn points group[1]: 1 unit, walk-in, 6 possible spawn points group[2]: 1 unit, drop-in, 6 possible spawn points wave[2]: turn 6, 3 groups group[0]: 2 units, walk-in, 6 possible spawn points group[1]: 1 unit, walk-in, 6 possible spawn points group[2]: 2 units, drop-in, 6 possible spawn points Enabled with TransmitterCaptured, disabled with DataRelayCaptured set[1]: 2 waves wave[0]: turn 0, 3 groups group[0]: 1 unit, walk-in, 6 possible spawn points group[1]: 1 unit, walk-in, 6 possible spawn points group[2]: 1 unit, drop-in, 6 possible spawn points wave[1]: turn 2, 3 groups group[0]: 1 unit, walk-in, 6 possible spawn points group[1]: 1 unit, walk-in, 6 possible spawn points group[2]: 1 unit, drop-in, 6 possible spawn points
URB_Demolition_CNH, 2 sets: --------------------------- Enabled from the start, disabled with TransmitterCaptured set[0]: 3 waves: wave[0]: turn 2, 2 groups group[0]: 1 unit, walk-in, 6 possible spawn points group[1]: 1 unit, walk-in, 6 possible spawn points wave[1]: turn 4, 3 groups group[0]: 1 unit, walk-in, 6 possible spawn points group[1]: 1 unit, walk-in, 6 possible spawn points group[2]: 1 unit, drop-in, 4 possible spawn points wave[2]: turn 6, 3 groups group[0]: 2 units, walk-in, 6 possible spawn points group[1]: 2 units, walk-in, 6 possible spawn points group[2]: 1 unit, drop-in, 4 possible spawn points Enabled with TransmitterCaptured, disabled with DataRelayCaptured set[1]: 2 waves wave[0]: turn 0, 3 groups group[0]: 1 unit, walk-in, 6 possible spawn points group[1]: 1 unit, walk-in, 6 possible spawn points group[2]: 1 unit, drop-in, 6 possible spawn points wave[1]: turn 2, 3 groups group[0]: 1 unit, walk-in, 6 possible spawn points group[1]: 1 unit, walk-in, 6 possible spawn points group[2]: 1 unit, drop-in, 6 possible spawn points
URB_GasStation_CNH, 2 sets: --------------------------- Enabled from the start, disabled with TransmitterCaptured set[0]: 3 waves: wave[0]: turn 3, 2 groups group[0]: 1 unit, walk-in, 3 possible spawn points, overwatch group[1]: 1 unit, walk-in, 3 possible spawn points, overwatch wave[1]: turn 5, 3 groups group[0]: 1 unit, drop-in, 2 possible spawn points group[1]: 1 unit, walk-in, 3 possible spawn points, overwatch group[2]: 1 unit, drop-in, 2 possible spawn points wave[2]: turn 7, 4 groups group[0]: 1 unit, walk-in, 2 possible spawn points, overwatch group[1]: 2 units, walk-in, 2 possible spawn points, overwatch group[2]: 1 unit, drop-in, 2 possible spawn points group[3]: 1 unit, drop-in, 3 possible spawn points Enabled with TransmitterCaptured, disabled with DataRelayCaptured set[1]: 2 waves wave[0]: turn 0, 3 groups group[0]: 1 unit, walk-in, 3 possible spawn points, overwatch group[1]: 1 unit, walk-in, 3 possible spawn points, overwatch group[2]: 1 unit, drop-in, 2 possible spawn points wave[1]: turn 2, 3 groups group[0]: 1 unit, walk-in, 3 possible spawn points, overwatch group[1]: 1 unit, drop-in, 2 possible spawn points group[2]: 2 units, walk-in, 3 possible spawn points, overwatch
URB_HighwayConstruction_CNH, 2 sets: ------------------------------------ Enabled from the start, disabled with TransmitterCaptured set[0]: 3 waves: wave[0]: turn 3, 2 groups group[0]: 1 unit, walk-in, 6 possible spawn points group[1]: 1 unit, walk-in, 6 possible spawn points wave[1]: turn 5, 3 groups group[0]: 1 unit, walk-in, 6 possible spawn points group[1]: 1 unit, walk-in, 6 possible spawn points group[2]: 1 unit, drop-in, 6 possible spawn points wave[2]: turn 7, 3 groups group[0]: 2 units, walk-in, 6 possible spawn points group[1]: 2 units, walk-in, 6 possible spawn points group[2]: 1 unit, drop-in, 6 possible spawn points Enabled with TransmitterCaptured, disabled with DataRelayCaptured set[1]: 2 waves wave[0]: turn 0, 3 groups group[0]: 1 unit, walk-in, 6 possible spawn points group[1]: 1 unit, walk-in, 6 possible spawn points group[2]: 1 unit, drop-in, 6 possible spawn points wave[1]: turn 2, 3 groups group[0]: 1 unit, walk-in, 6 possible spawn points group[1]: 1 unit, walk-in, 6 possible spawn points group[2]: 1 unit, drop-in, 6 possible spawn points
URB_IndustrialOffice_CNH, 2 sets: --------------------------------- Enabled from the start, disabled with TransmitterCaptured set[0]: 3 waves: wave[0]: turn 2, 2 groups group[0]: 1 unit, walk-in, 3 possible spawn points group[1]: 1 unit, walk-in, 3 possible spawn points wave[1]: turn 4, 3 groups group[0]: 1 unit, walk-in, 3 possible spawn points group[1]: 1 unit, walk-in, 3 possible spawn points group[2]: 1 unit, walk-in, 3 possible spawn points wave[2]: turn 6, 3 groups group[0]: 2 units, walk-in, 6 possible spawn points group[1]: 2 units, walk-in, 6 possible spawn points group[2]: 1 unit, walk-in, 6 possible spawn points Enabled with TransmitterCaptured, disabled with DataRelayCaptured set[1]: 2 waves wave[0]: turn 0, 3 groups group[0]: 1 unit, walk-in, 3 possible spawn points group[1]: 1 unit, walk-in, 3 possible spawn points group[2]: 1 unit, walk-in, 3 possible spawn points wave[1]: turn 2, 3 groups group[0]: 1 unit, walk-in, 3 possible spawn points group[1]: 1 unit, walk-in, 3 possible spawn points group[2]: 1 unit, walk-in, 3 possible spawn points
URB_OfficePaper_CNH, 2 sets: ---------------------------- Enabled from the start, disabled with TransmitterCaptured set[0]: 3 waves: wave[0]: turn 2, 2 groups group[0]: 1 unit, walk-in, 6 possible spawn points group[1]: 1 unit, walk-in, 6 possible spawn points wave[1]: turn 4, 3 groups group[0]: 1 unit, walk-in, 6 possible spawn points group[1]: 1 unit, walk-in, 6 possible spawn points group[2]: 1 unit, drop-in, 6 possible spawn points wave[2]: turn 6, 3 groups group[0]: 2 units, walk-in, 6 possible spawn points group[1]: 2 units, walk-in, 6 possible spawn points group[2]: 1 unit, drop-in, 6 possible spawn points Enabled with TransmitterCaptured, disabled with DataRelayCaptured set[1]: 2 waves wave[0]: turn 0, 3 groups group[0]: 1 unit, walk-in, 6 possible spawn points group[1]: 1 unit, walk-in, 5 possible spawn points group[2]: 1 unit, walk-in, 4 possible spawn points wave[1]: turn 2, 3 groups group[0]: 1 unit, walk-in, 6 possible spawn points group[1]: 1 unit, walk-in, 6 possible spawn points group[2]: 1 unit, walk-in, 4 possible spawn points
URB_PoliceStation_CNH, 2 sets: ------------------------------ Enabled from the start, disabled with TransmitterCaptured set[0]: 3 waves: wave[0]: turn 2, 1 group group[0]: 3 units, drop-in, 9 possible spawn points wave[1]: turn 4, 1 group group[0]: 4 units, drop-in, 8 possible spawn points wave[2]: turn 6, 1 group group[0]: 3 units, drop-in, 7 possible spawn points Enabled with TransmitterCaptured, disabled with DataRelayCaptured set[1]: 2 waves wave[0]: turn 0, 3 groups group[0]: 1 unit, drop-in, 2 possible spawn points group[1]: 1 unit, drop-in, 2 possible spawn points group[2]: 1 unit, drop-in, 2 possible spawn points wave[1]: turn 2, 3 groups group[0]: 2 units, drop-in, 2 possible spawn points group[1]: 1 unit, drop-in, 2 possible spawn points group[2]: 1 unit, drop-in, 2 possible spawn points
URB_RooftopsConst_CNH, 2 sets: ------------------------------ Enabled from the start, disabled with TransmitterCaptured set[0]: 3 waves: wave[0]: turn 3, 2 groups group[0]: 1 unit, drop-in, 5 possible spawn points group[1]: 1 unit, drop-in, 4 possible spawn points wave[1]: turn 5, 3 groups group[0]: 1 unit, drop-in, 5 possible spawn points group[1]: 1 unit, drop-in, 5 possible spawn points group[2]: 1 unit, drop-in, 5 possible spawn points wave[2]: turn 7, 4 groups group[0]: 2 units, drop-in, 5 possible spawn points group[1]: 1 unit, drop-in, 5 possible spawn points group[2]: 1 unit, drop-in, 5 possible spawn points group[3]: 1 unit, drop-in, 4 possible spawn points Enabled with TransmitterCaptured, disabled with DataRelayCaptured set[1]: 2 waves wave[0]: turn 0, 2 groups group[0]: 2 units, drop-in, 5 possible spawn points group[1]: 1 unit, drop-in, 4 possible spawn points wave[1]: turn 2, 2 groups group[0]: 2 units, drop-in, 5 possible spawn points group[1]: 1 unit, drop-in, 4 possible spawn points
URB_TruckStop_CNH, 2 sets: -------------------------- Enabled from the start, disabled with TransmitterCaptured set[0]: 3 waves: wave[0]: turn 3, 2 groups group[0]: 1 unit, walk-in, 5 possible spawn points group[1]: 1 unit, walk-in, 5 possible spawn points wave[1]: turn 5, 3 groups group[0]: 1 unit, walk-in, 5 possible spawn points group[1]: 1 unit, walk-in, 5 possible spawn points group[2]: 1 unit, drop-in, 4 possible spawn points wave[2]: turn 7, 3 groups group[0]: 2 units, walk-in, 5 possible spawn points group[1]: 2 units, walk-in, 6 possible spawn points group[2]: 1 unit, drop-in, 4 possible spawn points Enabled with TransmitterCaptured, disabled with DataRelayCaptured set[1]: 2 waves wave[0]: turn 0, 2 groups group[0]: 2 units, walk-in, 4 possible spawn points group[1]: 1 unit, walk-in, 5 possible spawn points wave[1]: turn 1, 2 groups group[0]: 2 units, walk-in, 4 possible spawn points group[1]: 1 unit, walk-in, 5 possible spawn points
Separate Content
FindObjectEntry TheWorld.PersistentLevel.XComAlienPod_x
FindObjectEntry Name to find: TheWorld.PersistentLevel.XComAlienPod_1 Found Export Object: 0x000001AA (426): XComAlienPod'TheWorld.PersistentLevel.XComAlienPod_1' TypeRef: 0xFFFFFFB7 -> XComAlienPod ParentClassRef: 0x00000000 -> OwnerRef: 0x0000000C -> PersistentLevel NameIdx: 0x000001E3 (Index) 0x00000002 (Numeric) -> XComAlienPod_1 ArchetypeRef: 0x00000000 -> ObjectFlagsH: 0x00000000 ObjectFlagsL: 0x02070001 0x00000001: Transactional 0x00010000: LoadForClient 0x00020000: LoadForServer 0x00040000: LoadForEdit 0x02000000: HasStack SerialSize: 0x0000012F (303) SerialOffset: 0x00057958 ExportFlags: 0x00000000 NetObjectCount: 0 GUID: 00000000000000000000000000000000 Unknown1: 0x00000000 Attempting deserialization: UObject: PrevObjRef = 0xFFFFFFB7 -> XComAlienPod UDefaultPropertiesList: UDefaultProperty: NameIdx: 0x00000140 (Index) 0x00000000 (Numeric) -> PodIndex TypeIdx: 0x000000B9 (Index) 0x00000000 (Numeric) -> IntProperty PropertySize: 0x00000004 ArrayIdx: 0x00000000 Integer: 0x00000000 = 0 UDefaultProperty: NameIdx: 0x000000C5 (Index) 0x00000000 (Numeric) -> LightEnvironment TypeIdx: 0x0000010D (Index) 0x00000000 (Numeric) -> ObjectProperty PropertySize: 0x00000004 ArrayIdx: 0x00000000 Object: 0x00000004 = DynamicLightEnvironmentComponent_1387 UDefaultProperty: NameIdx: 0x00000101 (Index) 0x00000000 (Numeric) -> NumAliens_Min TypeIdx: 0x000000B9 (Index) 0x00000000 (Numeric) -> IntProperty PropertySize: 0x00000004 ArrayIdx: 0x00000000 Integer: 0x00000001 = 1 UDefaultProperty: NameIdx: 0x00000100 (Index) 0x00000000 (Numeric) -> NumAliens_Max TypeIdx: 0x000000B9 (Index) 0x00000000 (Numeric) -> IntProperty PropertySize: 0x00000004 ArrayIdx: 0x00000000 Integer: 0x00000003 = 3 UDefaultProperty: NameIdx: 0x00000141 (Index) 0x00000000 (Numeric) -> PodMesh TypeIdx: 0x0000010D (Index) 0x00000000 (Numeric) -> ObjectProperty PropertySize: 0x00000004 ArrayIdx: 0x00000000 Object: 0x00000196 = StaticMeshComponent_272 UDefaultProperty: NameIdx: 0x0000004C (Index) 0x00000000 (Numeric) -> CenterpieceMesh TypeIdx: 0x0000010D (Index) 0x00000000 (Numeric) -> ObjectProperty PropertySize: 0x00000004 ArrayIdx: 0x00000000 Object: 0x00000197 = StaticMeshComponent_273 UDefaultProperty: NameIdx: 0x000000D1 (Index) 0x00000000 (Numeric) -> Location TypeIdx: 0x000001A8 (Index) 0x00000000 (Numeric) -> StructProperty PropertySize: 0x0000000C ArrayIdx: 0x00000000 InnerNameIdx: 0x000001D0 (Index) 0x00000000 (Numeric) -> Vector Vector (X, Y, Z) = (0x44341EF0, 0x43D73EFE, 0x3A8FFFFA) = (720.483, 430.492, 0.00109863) UDefaultProperty: NameIdx: 0x00000018 (Index) 0x00000000 (Numeric) -> bDirtyComponents TypeIdx: 0x0000002B (Index) 0x00000000 (Numeric) -> BoolProperty PropertySize: 0x00000000 ArrayIdx: 0x00000000 Boolean value: 0x00 = false UDefaultProperty: NameIdx: 0x000001AA (Index) 0x00000000 (Numeric) -> Tag TypeIdx: 0x000000F8 (Index) 0x00000000 (Numeric) -> NameProperty PropertySize: 0x00000008 ArrayIdx: 0x00000000 Name: 0x000001E3 (Index) 0x00000000 (Numeric) = XComAlienPod UDefaultProperty: NameIdx: 0x000000FD (Index) 0x00000000 (Numeric) -> None Stream relative position: 0x0000012F (303) UObjectUnknown: Object unknown, can't deserialize!
XComAlienPod.GetSpawnPoint
function XComSpawnPoint_Alien GetSpawnPoint(int iAlien, out Vector vLoc_Out, optional bool bUseDefault) { local XComSpawnPoint_Alien kSpawnPoint; bUseDefault = false; if(!bUseDefault && CustomStartLocations.Length != 0) { if(iAlien < CustomStartLocations.Length) { vLoc_Out = CustomStartLocations[iAlien].Location; vLoc_Out = XComTacticalGRI(WorldInfo.GRI).GetClosestValidLocation(vLoc_Out, none,, false); kSpawnPoint = Spawn(class'XComSpawnPoint_Alien',,, vLoc_Out, rotator(Location - vLoc_Out),, true); return kSpawnPoint; } } else { if(iAlien < NumAliens) { vLoc_Out = GetDistributedLocationAround(Location, iAlien, Rotation, true); kSpawnPoint = Spawn(class'XComSpawnPoint_Alien',,, vLoc_Out, rotator(Location - vLoc_Out),, true); return kSpawnPoint; } } }
Number of units per group is limited by the number of available spawn points. And sadly, there are some maps with 1 spawn point per group only.
Unpacking the map to apply changes doubles the load time. Besides, there are a lot of maps and editing the Wave System directly for each one of them doesn't seems like a good idea.
References
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