Files
source/gamedir/Base/TableData/Map/HeliSites.xml
T
d683cdeb64 Run from gamedir (#686)
* prepare gamedir for running the game

* Stop telling installers to overwrite the vanilla game

The release no longer contains anything that lands on a vanilla file:
its base data lives in Base, so unpacking it over the game directory
and copying the game's Data into the release now amount to the same
installation.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>

* Give the mod's base data its own VFS profile

Its files ship in Base now, so that a vanilla Data directory can be
copied in whole without a single collision. Mount Base right above the
vanilla dirs in every profile stack — the slot where the installer's
overwrites used to end up.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>

* Mount Base in the language overlays' VFS configs too

Assembling a release copies a <Language>_Version directory over
gamedir, its own copies of the configs included, so without the same
Base profile every non-English release would mount nothing from Base.

Their libraries move along with the rest of the base data: each
language slf, and the Russian data.slf that shadows the vanilla
Data.slf by name.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>

* Ignore a vanilla Data directory dropped into gamedir

Running the game here needs one copied in, and it is an untouched copy
of somebody's retail install — nothing this repository should track.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>

* Ignore only the player profile directory, not every Profiles

The unanchored pattern also swallowed Base/TableData/Profiles, the
mod's soldier profile XMLs, which are tracked and belong in a release.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>

* move gamedir/Data to gamedir/Base

* move gamedir-languages' Data to Base

---------

Co-authored-by: Claude Opus 5 <noreply@anthropic.com>
2026-08-01 11:05:15 -03:00

52 lines
1.7 KiB
XML

<!--
This file defines helicopter refuel sites in game.
Fields index:
refuelIndex - it is UNIQUE number of refuel site. Heli will be initialized at Index 1.
Index 2 need Jake's (ProfileID = 113) dialogue script after freeing Shank (ProfileID = 67)
to be available on top of usual conditions of freeing enemy sector and airspace control.
refuelSector - refuel site coordinates.
refuelHidden - 0: site known on game start; 1: site hidden.
refuelHeliTileIndex - 1st Heli tile index number in map tileset.
The 6 heli tiles must be in the same sequence as original, with 3rd & 6th tile offset
by 1 tile to the northeast.
refuelHeliGridNo - Show heli graphics when landed in sector. Require heli tiles in map tileset
to display correctly. Else, will show tiles that occupies the same tile index.
refuelSkyriderGridNo - Skyrider standing gridno
NOTE:
Helicopter can be initialized in Overhead.lua script.
Maximum 30 refuel sites can be used in game.
-->
<HELI_INFO>
<REFUELLIST>
<REFUEL>
<refuelIndex>1</refuelIndex>
<refuelSector>
<x>13</x>
<y>2</y>
</refuelSector>
<refuelHidden>1</refuelHidden>
<refuelHeliTileIndex>399</refuelHeliTileIndex>
<refuelHeliGridNo>9001</refuelHeliGridNo>
<refuelSkyriderGridNo>8362</refuelSkyriderGridNo>
</REFUEL>
<REFUEL>
<refuelIndex>2</refuelIndex>
<refuelSector>
<x>6</x>
<y>9</y>
</refuelSector>
<refuelHidden>1</refuelHidden>
<refuelHeliTileIndex>435</refuelHeliTileIndex>
<refuelHeliGridNo>13067</refuelHeliGridNo>
<refuelSkyriderGridNo>12428</refuelSkyriderGridNo>
</REFUEL>
</REFUELLIST>
</HELI_INFO>