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Add a new Event Trigger after Mission Intro kismet has completed #1406
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…o kismet has completed
Do you have an actual use case for these events? |
For example, in my mod that places random explosion events around the map at mission start, I've attempted to make sure that the damage event does not hit a tile that an objective is on. In the case of supply extraction mission, a GameState containing an objective crate doesn't exist at OnPostBeginPlay, because it's created after the MissionBlocking event is triggered and the mission kismet generates them. Thus in my test case, I wouldn't have an objective crates location to prevent an explosion happening at that tile. Example on getting all the premium objective crates on supply extraction mission:
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…o kismet has completed
…o kismet has completed
…o kismet has completed
…o kismet has completed
I suggest adding a new event trigger after Mission Intro kismet has run it's course, just before players enters their first XCOM turn
Reasoning:
missions such as Supply Extraction spawns objective crates and submits new GameStates when the OnTacticalMissionStartBlocking kismet SeqEvent is triggered,
which happens after OnBeginTacticalPlay event trigger, so you don't have a handle for anything that happens in the kismet event, not before your first turn.
I believe it's better to place it after OnTacticalMissionStartBlocking event, not OnTacticalMissionStartNonBlocking,
because the former is supposedly latent thus making sure everything has been initialized correctly, no?
The following code is in X2TacticalGameRuleset, in PostCreateTacticalGame state:
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