[AI] ;Spawning sector for garrisons and patrols STRATEGIC_AI_SPAWN_SECTOR_X = 3 STRATEGIC_AI_SPAWN_SECTOR_Y = 16 [Rebel Hideout] ;The Hideout sector and the bottom of the Stairs HIDEOUT_SECTOR_X = 10 HIDEOUT_SECTOR_Y = 1 HIDEOUT_SECTOR_Z = 1 HIDEOUT_EXIT = 12722 ;The Sector above the Hideout and the top of the Stairs HIDEOUT_SURFACE_X = 10 HIDEOUT_SURFACE_Y = 1 HIDEOUT_SURFACE_Z = 0 HIDEOUT_ENTRY = 7887 ;The tiles around the bottom of the stairs ;where your mercs will spawn when entering the basement BASEMENT_ENTRY_1 = 13362 BASEMENT_ENTRY_2 = 13363 BASEMENT_ENTRY_3 = 13364 BASEMENT_ENTRY_4 = 13365 BASEMENT_ENTRY_5 = 13525 BASEMENT_ENTRY_6 = 13524 BASEMENT_ENTRY_7 = 13523 BASEMENT_ENTRY_8 = 13522 BASEMENT_ENTRY_9 = 13202 BASEMENT_ENTRY_10 = 13203 ;Same as above, only this time for top of the stairs and leaving BASEMENT_EXIT_1 = 8047 BASEMENT_EXIT_2 = 8208 BASEMENT_EXIT_3 = 8048 BASEMENT_EXIT_4 = 7888 BASEMENT_EXIT_5 = 7728 BASEMENT_EXIT_6 = 7727 BASEMENT_EXIT_7 = 7567 BASEMENT_EXIT_8 = 7568 BASEMENT_EXIT_9 = 7569 BASEMENT_EXIT_10 = 7729 BASEMENT_EXIT_11 = 7889 BASEMENT_EXIT_12 = 8049 ;changes to the map for the crate moving effect FINAL_CRATE_GRID = 8207 CRATE_TILE_DEF = 411 TRAPDOOR_TILE_DEF = 2041 [Gear Dropoff] ;if you tell a leaving merc to drop his gear in Omerta, this is where it'll end up OMERTA_DROPOFF_X = 9 OMERTA_DROPOFF_Y = 1 OMERTA_DROPOFF_Z = 0 OMERTA_DROPOFF_GRIDNO = 4868 AIRPORT_DROPOFF_GRIDNO = 10433 [Airport] ;1st Airport. Used for leaving equipment on merc dismissal, dropped air raid feature & squad insertion gridno from heli AIRPORT_X = 13 AIRPORT_Y = 2 HELI_SQUAD_DROPOFF_GRIDNO = 10125 ;2nd Airport. Not used, referenced for dropped air raid feature AIRPORT2_X = 3 AIRPORT2_Y = 14 [Bobby Ray] ;Bobby Ray stuff. ShippingDestinations.xml values also has to be set BOBBYR_SHIPPING_DEST_SECTOR_X = 13 BOBBYR_SHIPPING_DEST_SECTOR_Y = 2 BOBBYR_SHIPPING_DEST_SECTOR_Z = 0 BOBBYR_SHIPPING_DEST_GRIDNO = 10112 PABLOS_STOLEN_DEST_GRIDNO = 1 LOST_SHIPMENT_GRIDNO = 2 [Omerta] ; initial arrival tile number in Omerta INITIAL_MERC_ARRIVAL_LOCATION = 4870 [Drassen] ;meet Carmen in sector for reward collection CARMEN_GIVE_REWARD_SECTOR_X = 13 CARMEN_GIVE_REWARD_SECTOR_Y = 3 CARMEN_GIVE_REWARD_SECTOR_Z = 0 [Alma] ;location of rocket rifle ROCKETRIFLE_POSITION = 10472 ;initial POW stuff if not yet liberated INITIAL_POW_SECTOR_X = 13 INITIAL_POW_SECTOR_Y = 9 INITIAL_POW_POSITION_1 = 9208 INITIAL_POW_POSITION_2 = 9688 INITIAL_POW_POSITION_3 = 9215 INITIAL_POW_ITEM_POSITION_1 = 12246 INITIAL_POW_ITEM_POSITION_2 = 12406 INITIAL_POW_ITEM_POSITION_3 = 12086 INITIAL_POW_GETFREE_GRIDNO_1 = 10492 INITIAL_POW_GETFREE_GRIDNO_2 = 10482 INITIAL_POW_GETFREE_GRIDNO_3 = 9381 [Grumm] [Tixa] ;Use for wearing gasmask and warden code PRISON_SECTOR_X = 9 PRISON_SECTOR_Y = 10 ;POW stuff if not yet liberated PRISON_POW_POSITION_1 = 12691 PRISON_POW_POSITION_2 = 15891 PRISON_POW_POSITION_3 = 13980 PRISON_POW_ITEM_POSITION_1 = 10619 PRISON_POW_ITEM_POSITION_2 = 10619 PRISON_POW_ITEM_POSITION_3 = 10619 PRISON_POW_GETFREE_GRIDNO_1 = 14145 PRISON_POW_GETFREE_GRIDNO_2 = 14135 PRISON_POW_GETFREE_GRIDNO_3 = 13646 ;Dynamo captive sector for Matt's quest DYNAMO_CAPTIVE_SECTOR_X = 9 DYNAMO_CAPTIVE_SECTOR_Y = 10 DYNAMO_CAPTIVE_SECTOR_Z = 0 [Cambria] ;The Hospital sector HOSPITAL_SECTOR_X = 8 HOSPITAL_SECTOR_Y = 6 HOSPITAL_SECTOR_Z = 0 ;add Rat to location after creature meanwhile scene ADD_RAT_SECTOR_X = 9 ADD_RAT_SECTOR_Y = 7 ADD_RAT_SECTOR_Z = 0 [San Mona] ;some rooms in the porn shop and Hans' location before moving PORN_SHOP_ROOM_HANS = 49 HANS_POSITION = 13523 PORN_SHOP_ROOM_BRENDA = 47 PORN_SHOP_ROOM_TONY = 50 PORN_SHOP_TONY_SECTOR_X = 5 PORN_SHOP_TONY_SECTOR_Y = 3 PORN_SHOP_TONY_SECTOR_Z = 0 ;Kingpin's faction will roam around the gridno if they become hostile to player PORN_SHOP_ENTRANCE_GRIDNO = 13531 ;Kyle Lemmons gets the money for the Leather Shop Deed Quest here KYLE_MONEY_POSITION = 14952 ;Angel's leathershop, escort Maria to this room ANGELS_LEATHERSHOP = 2 ;brothel sector BROTHEL_SECTOR_X = 5 BROTHEL_SECTOR_Y = 3 ;doors to the girl's rooms in the brothel DOOR_TO_BAMBIS_ROOM = 12290 DOOR_TO_CARLAS_ROOM = 13413 DOOR_TO_CINDYS_ROOM = 11173 DOOR_TO_MARIAS_ROOM = 10852 ;these rooms belong to the brothel FIRST_ROOM_IN_BROTHEL = 91 LAST_ROOM_IN_BROTHEL = 119 BROTHEL_GUARD_ROOM = 110 ;if you stand on one of these tiles and mess with a door and one of the KP guys sees you -> bad BROTHEL_DOOR_1 = 11010 BROTHEL_DOOR_2 = 11176 BROTHEL_DOOR_3 = 11177 ;Kingpin residing location and room no to call him over for boxing match KINGPIN_HOUSE_SECTOR_X = 5 KINGPIN_HOUSE_SECTOR_Y = 4 KINGPIN_HOUSE_SECTOR_Z = 0 FIRST_ROOM_IN_KINGPIN_HOUSE = 30 LAST_ROOM_IN_KINGPIN_HOUSE = 39 KINGPIN_RING_TILE = 10763 ;Kingpin's private stash. He will come looking for you if stolen KINGPIN_MONEY_SECTOR_X = 5 KINGPIN_MONEY_SECTOR_Y = 4 KINGPIN_MONEY_SECTOR_Z = 1 ;Joey primary and alternate location to be found. Use same value if there's only one location JOEY_PRIMARY_SECTOR_X = 4 JOEY_PRIMARY_SECTOR_Y = 4 JOEY_PRIMARY_SECTOR_Z = 1 JOEY_ALTERNATE_SECTOR_X = 5 JOEY_ALTERNATE_SECTOR_Y = 3 JOEY_ALTERNATE_SECTOR_Z = 0 ;Spike new location when assassins are sent. Reuse old sector value if no relocation SPIKE_NEW_SECTOR_X = 5 SPIKE_NEW_SECTOR_Y = 3 SPIKE_NEW_SECTOR_Z = 0 ;add Iggy to location when game progress condition met ADD_IGGY_SECTOR_X = 5 ADD_IGGY_SECTOR_Y = 3 ADD_IGGY_SECTOR_Z = 0 [Estoni] [Orta] [Balime] [Meduna] ;Queen's new gridno instead of the map pre-placed gridno if basement sector is cleared QUEEN_BASEMENT_SECTOR_X = 3 QUEEN_BASEMENT_SECTOR_Y = 16 QUEEN_BASEMENT_SECTOR_Z = 1 QUEEN_ALTERNATE_SECTOR_X = 3 QUEEN_ALTERNATE_SECTOR_Y = 16 QUEEN_ALTERNATE_SECTOR_Z = 0 QUEEN_ALTERNATE_GRIDNO = 11448 [Chitzena] [Weapon Cache] ;Weapon Cache Locations. Chance to load weapon cache alternate map; overrides AltSectors.xml settings. Set to (0, 0) if unused WEAPON_CACHE_1_X = 11 WEAPON_CACHE_1_Y = 5 WEAPON_CACHE_2_X = 5 WEAPON_CACHE_2_Y = 8 WEAPON_CACHE_3_X = 10 WEAPON_CACHE_3_Y = 8 WEAPON_CACHE_4_X = 12 WEAPON_CACHE_4_Y = 10 WEAPON_CACHE_5_X = 9 WEAPON_CACHE_5_Y = 13 [Meanwhile] ;Palace meanwhile sector PALACE_SECTOR_X = 3 PALACE_SECTOR_Y = 16 ;Interrogation meanwhile and second POW stuff INTERROGATE_POW_SECTOR_X = 7 INTERROGATE_POW_SECTOR_Y = 14 INTERROGATE_POW_POSITION_1 = 7756 INTERROGATE_POW_POSITION_2 = 7757 INTERROGATE_POW_POSITION_3 = 7758 INTERROGATE_POW_ITEM_POSITION_1 = 12089 INTERROGATE_POW_ITEM_POSITION_2 = 12089 INTERROGATE_POW_ITEM_POSITION_3 = 12089 ;row sectors to trigger meduna outskirts meanwhile MEDUNA_OUTSKIRTS_ROW_MIN_X = 2 MEDUNA_OUTSKIRTS_ROW_MAX_X = 6 MEDUNA_OUTSKIRTS_ROW_Y = 13 ;column sectors to trigger meduna outskirts meanwhile MEDUNA_OUTSKIRTS_COL_X = 6 MEDUNA_OUTSKIRTS_COL_MIN_Y = 14 MEDUNA_OUTSKIRTS_COL_MAX_Y = 14 ;add Madlab to location after scientist AWOL meanwhile scene. Set to (0, 0) if unused and LUA script to random location ADD_MADLAB_SECTOR_1_X = 7 ADD_MADLAB_SECTOR_1_Y = 8 ADD_MADLAB_SECTOR_2_X = 16 ADD_MADLAB_SECTOR_2_Y = 8 ADD_MADLAB_SECTOR_3_X = 11 ADD_MADLAB_SECTOR_3_Y = 9 ADD_MADLAB_SECTOR_4_X = 4 ADD_MADLAB_SECTOR_4_Y = 5 ;plays all meanwhile cutscenes ;If FALSE, Elliot and other meanwhile implications will still be executed behind the scenes ALL_MEANWHILE_CUTSCENE = TRUE ;plays meanwhile cutscene ordering the release of creatures for ENABLE_CREPITUS = TRUE setting ;If FALSE, underground creature sectors and enemies will still be spawned CREATURE_MEANWHILE_CUTSCENE = TRUE [End Game] ;victory celebration stuff VICTORY_SECTOR_X = 3 VICTORY_SECTOR_Y = 16 VICTORY_POSITION = 5687 [ASD] ; supply sector (resources for the AI arrive here) ASD_SUPPLY_ARRIVAL_SECTOR_X = 3 ASD_SUPPLY_ARRIVAL_SECTOR_Y = 14 [Enemy Heli] ; enemy heli base and park positions ENEMYHELI_BASE_X = 3 ENEMYHELI_BASE_Y = 14 ; If the tileset of the helicopter base contains helicopter graphics, they can appear in the map when they are currently at the base. Use -1 to not use ENEMYHELI_BASE_PARKPOSITION_1 = 18475 ENEMYHELI_BASE_PARKPOSITION_2 = 18469 ; heli teile index in the map tileset (see also HeliSites.xml). In changed maps, you will need at least a map editor to figure this one out ENEMYHELI_BASE_PARK_TILEINDEX = 1689