![]() Template.OverworldMeshPath = "StaticMesh'UI_3D.Overwold_Final.RescueOps'" Template.GetMissionDifficultyFn = GetMissionDifficultyFromTemplate Template.bDisconnectRegionOnFail = false `CREATE_X2TEMPLATE(class'X2MissionSourceTemplate', Template, 'MissionSource_Name') Static function X2DataTemplate CreateNameTemplate() MissionSources.AddItem(CreateNameTemplate()) If your guerilla op does not use a quest item, you can safely remove the last part.Ĭlass X2StrategyElement_MissionSource_Name extends X2StrategyElement_DefaultMissionSources config(GameData) LootTooltip="An incredibly powerful explosive charge made from high density Elerium paste." ObjectiveTextPools="Watch where you're shoo-" This is a major setback for the resistance, Commander" ObjectiveTextPools="We've failed to disarm the bomb. We saved a lot of people today and preserved the resistance's reputation in the process." ObjectiveTextPools="Menace 1-5, excellent work. Move quickly and disarm that bomb before it's too late." Bomb Active ObjectiveTextPools="We're not detecting any additional hostiles in the area. ![]() Once the battlespace is clear Firebrand will approach for extraction." ObjectiveTextPools="Eliminate any remaining hostiles in the vicinity. ObjectiveTextPools="The priming charge just locked in. ObjectiveTextPools="You're out of time! Get to that bomb now or you're dead." ObjectiveTextPools="We've confirmed that the bomb has been disabled." Remove the Elerium charge from the bomb to disarm it."" ObjectiveTextPools="We have eyes on the target. Disarm the charge and then standby for further orders." Move quickly or a lot of people are going to end up dead - We don't have much time. ObjectiveTextPools="Menace 1-5, the bomb is located in a nearby building. ObjectiveTextPools="Hold position until skyranger arrives" ObjectiveTextPools="Neutralize all enemy targets" ObjectiveTextPools="Disarm the Alien Bomb" TimerBombDisposalSubtitle="Turns until detonation" TimerBombDisposalTitle="Disarm Alien Bomb" PreMissionNarratives="_Guerilla_Ops_Recover_Item_01" ObjectiveTextPools="Hold for further orders" Reading you'll notice a few variables that the design doc does not mention,īriefingImage="img:///UILibrary_Common.Xcom_default" Make sure that the interactive actor you've chosen is valid for the OSP you placed on your parcel. MissionObjectives=(ObjectiveName="Grand", \\įorcedTacticalTags="NoVolunteerArmy", \\įorcedTacticalTags="NoDoubleAgent", \\ MissionObjectives=(ObjectiveName="Kill", \\īIsTacticalObjective=false, bIsStrategyObjective=false), \\ SuccessLootTables=(LootTableName="GiveIntel"), \\ MissionObjectives=(ObjectiveName="Recover", \\ SuccessLootTables=(LootTableName="GiveSupplies"), \\īIsTacticalObjective=true, bIsStrategyObjective=true), \\ MissionObjectives=(ObjectiveName="Survive", \\ RequiredParcelObjectiveTags="DD_SurviveXTurns", \\ RequiredPlotObjectiveTags="DD_SurviveXTurns", \\ +arrMissions=(MissionName="DD_SurviveXTurns", sType="DD_SurviveXTurns", MaxSoldiers=10, \\ IMinTilesFromObjectiveCenter=0, iMaxTilesFromObjectiveCenter=10000, \\ĪrcToSpawn=(ArchetypePath="XComInteractiveLevelActor'_IA_AdventChestObjective'"), \\īCanSpawnOutsideObjectiveParcel=false, bReplaceSwapActor=true) IMinObjectives=1, iMaxObjectives=1, iMinTilesBetweenObjectives=0, \\ +arrObjectiveSpawnInfo=(sMissionType="DD_SurviveXTurns", bUseObjectiveLocation=True, \\
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