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Inability to define a specific Beacon/Wreck as part of a mission #15678

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JeroonBosch opened this issue Feb 25, 2025 · 1 comment
Open

Inability to define a specific Beacon/Wreck as part of a mission #15678

JeroonBosch opened this issue Feb 25, 2025 · 1 comment
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Code Programming task Feature request Request a new feature to be added Modding Modding-related feature request or issue, or a bug that only occurs with mods

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@JeroonBosch
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Discussed in #15676

Originally posted by ubertpendragon February 25, 2025
We have the possibility to make manually triggered Beacon/Wreck missions (as given by a NPC), but it's impossible to define a SPECIFIC beacon/wreck to be spawned in the level. It still picks a random wreck out of the pool.

This robs modders of the ability to make unique beacon/wreck encounters

There is code for forcing a beacon, defined in BIOMES

    ForceBeaconStation="Content/Map/BeaconStations/BeaconStation_AlienResearch.sub">

There is code for forcing a pirate ship, defined in MISSIONS

    <SubmarineTypes>
      <Submarine path="%ModDir:2532991202%/EnemySubmarines/Pirates/U-41SPartyPirate.sub"

I assume it wouldnt be too hard to force a beacon/wreck .sub file

@JeroonBosch JeroonBosch added Code Programming task Feature request Request a new feature to be added Modding Modding-related feature request or issue, or a bug that only occurs with mods labels Feb 25, 2025
@ubertpendragon
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Something I didnt consider would be to prevent those beacons/wrecks to appear in the random pool, although setting min/max difficulty to 0 might work

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