Jump to content

How to map and submap in Xenonauts

Recommended Posts

Lol, amazing! Never thought of that, actually. :)

Nor did I, until I posted that message before. And given the amount of time I spent working on UFOs when this would have been really useful, I'm slightly sad about that fact. Might be useful if/when I redo Enhanced Crash Sites and Fire in the Hole though.

Share this post

Link to post
Share on other sites

I´ve been wondering what those green and turqois sqaures mean and i figured out they were hull points:


In stinkies post you can see the buttons still being there:


but they have since been replaced with this:


As this picture tells there seems to be some sort if code required to place those inner/outer/interior wall squares again. As i dont have the time to try out 10^9 possbilities i would like to ask if anybody knows how to properly implement hull square points again ?


Also how do you efficiently test maps when the quickbattle.bat is broken ?

The Paint Ground tool is missing the ufo ones, i would ask if there is a way to unlock those ?

Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now