I am trying to remake all the UFO maps and make them tougher. I have figured out most everything in the Map View program, but can't figure out how the flags work exactly. (with reguards to pathing and spawning.) Any help would be apreciated. thanks.

Mapview Tutorial?
Started by
Blitzen
, Feb 21 2009 12:13 AM
1 reply to this topic
#1
Posted 21 February 2009 - 12:13 AM
[MC]T_II_JudgmentDay
[MC]T_II_Judgment
[MC]TerminatorII
Blitzen
From:
Freelancer
Hyperiums
And Now UFO2000!
Detective: "He died from a drug overdose."
Officer: "Really? Which one?"
Detective: "Lead."
[MC]T_II_Judgment
[MC]TerminatorII
Blitzen
From:
Freelancer
Hyperiums
And Now UFO2000!
Detective: "He died from a drug overdose."
Officer: "Really? Which one?"
Detective: "Lead."
#2
Posted 22 February 2009 - 07:21 PM
To be honest, we don't really know what they are for completely. I found that on an X-COM base defense mission the flag byte governs which modules the aliens want to attack (destroy). Other than that mission type however, I'm unsure. That byte isn't vital though, so feel free to mod away. 
- Zombie

- Zombie
The Mr. Grognard of X-COM
Zombie: Empirical data's your only man, when formulating a research plan.
A soldier's death is never in vain if it makes the formula more plain.
A few dozen make a better case for refining that third decimal place.
They call me Zombie because I don't sleep, as I slowly struggle to climb this heap,
of corpses, data points, and trials, but from the top - I'll see for miles!