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-   -   Faction problem (http://forums.filefront.com/sw-eaw-modding-mapping-editing/341056-faction-problem.html)

N3bulu5 December 10th, 2007 01:37 PM

Re: Faction problem
 
for a working new faction you must edit between 15 and 25 xml's (depents on new files etc etc)

Sidious Invader December 10th, 2007 05:05 PM

Re: Faction problem
 
I only had two xml files to make my faction workable. A faction file, and one with my only structure.

Don't forget to edit the other factions, and make your new faction an enemy, this is very important!!! Not just your faction's enemy list, but the others as well.

N3bulu5 December 10th, 2007 11:45 PM

Re: Faction problem
 
Quote:

Originally Posted by Sidious Invader (Post 4081691)
I only had two xml files to make my faction workable. A faction file, and one with my only structure.

Don't forget to edit the other factions, and make your new faction an enemy, this is very important!!! Not just your faction's enemy list, but the others as well.

oh ? and your new faction can capture inforcementpoints ? or can build turrets ? and and and ... that would wondering me if that works with only 2 xml's edited

SmallPox December 11th, 2007 07:11 AM

Re: Faction problem
 
Quote:

Originally Posted by Sidious Invader (Post 4081691)
Don't forget to edit the other factions, and make your new faction an enemy, this is very important!!! Not just your faction's enemy list, but the others as well.

Thx that was the problem.

SmallPox December 12th, 2007 12:55 PM

Re: Faction problem
 
sry for double post again but I have a new problem. when I attack a planet on the ground my units don't spawn. the reinforcement point where they should spawn is neutral. what's wrong now?

Valgarochi December 12th, 2007 12:59 PM

Re: Faction problem
 
it would be a problem with the units, ive had this before, it may be that theyre not victory relevant or have a buggy tansport

SmallPox December 12th, 2007 01:26 PM

Re: Faction problem
 
that isn`t the problem, they are victory relevant and their transport is a copy of the imperial landing craft.
is it possible that there is a problem with the reinforcement point code?

ShadowCrow December 12th, 2007 01:40 PM

Re: Faction problem
 
you need to open the markers.xml and change the reinforcement points affiliation to include your faction. you also have to change the affiliation on all bunkers, build pads, and other objects to include your faction, otherwise your units will have no influence in control of capture points

Valgarochi December 13th, 2007 04:23 AM

Re: Faction problem
 
yeah, thats probably it

SmallPox December 14th, 2007 05:08 AM

Re: Faction problem
 
I have done this already but it doesn't work
(red=new faction):
Code:

<Marker Name="Reinforcement_Point">
        <Text_ID> TEXT_TOOLTIP_REINFORCEMENT_POINT_NAME </Text_ID>
        <Tooltip_Text>TEXT_TOOLTIP_REINFORCEMENT_POINT_DESCRIPTION</Tooltip_Text>
        <Encyclopedia_Text> TEXT_TOOLTIP_REINFORCEMENT_POINT_DESCRIPTION </Encyclopedia_Text>
        <Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
        <Land_Model_Name>W_Pedistal_Faction.alo</Land_Model_Name>
        <Scale_Factor>1.2</Scale_Factor>
        <Space_Model_Name />
        <Behavior> CAPTURE_POINT, REVEAL, REINFORCEMENT_POINT, DUMMY_TOOLTIP </Behavior>
        <Capture_Point_Transition_Time_Seconds>10.0</Capture_Point_Transition_Time_Seconds>
        <Is_Decoration>No</Is_Decoration>
        <Has_Land_Evaluator>Yes</Has_Land_Evaluator>
        <Reinforcement_Enabling_Radius>250.0</Reinforcement_Enabling_Radius>
        <Land_FOW_Reveal_Range>275.0</Land_FOW_Reveal_Range>
        <Capture_Point_Radius>100.0</Capture_Point_Radius>
       
        <Is_Visible_On_Radar>True</Is_Visible_On_Radar>
        <Radar_Show_Facing>No</Radar_Show_Facing>
        <Radar_Range_Icon_Name>i_radar_landing.tga</Radar_Range_Icon_Name>
        <Radar_Icon_Name>mini_map_reinforcement.tga</Radar_Icon_Name>
        <Radar_Icon_Size>0.08  0.08</Radar_Icon_Size>
       
        <Is_Valid_Target>No</Is_Valid_Target>
        <Begin_Control_Transition_Radar_Event>DEFAULT_CONTROL_POINT_TRANSITION</Begin_Control_Transition_Radar_Event>
        <End_Control_Transition_Radar_Event>DEFAULT_CONTROL_POINT_TRANSITION</End_Control_Transition_Radar_Event>
        <Reinforcement_Region_Blob_Name>Reinforcement_Point_Radius_Overlay</Reinforcement_Region_Blob_Name>

        <Faction_Anim_Subindex>Rebel, 0</Faction_Anim_Subindex>
        <Faction_Anim_Subindex>Empire, 1</Faction_Anim_Subindex>
        <Faction_Anim_Subindex>Sith_Empire, 1</Faction_Anim_Subindex>
        <Faction_Anim_Subindex>Neutral, 2</Faction_Anim_Subindex>
        <Faction_Anim_Subindex>Pirates, 2</Faction_Anim_Subindex>
        <Faction_Anim_Subindex>Underworld, 3</Faction_Anim_Subindex>
        <Faction_Anim_Subindex>Hostile, 2</Faction_Anim_Subindex>
        <Faction_Anim_Subindex>Hutts, 2</Faction_Anim_Subindex>

        <Influences_Capture_Point>True</Influences_Capture_Point>
        <Control_Point_Domination_Condition_Relevant>Yes</Control_Point_Domination_Condition_Relevant>
        <Affiliation>Neutral, Rebel, Empire, Pirates, Underworld, Hutts, Sith_Empire</Affiliation>
        <Last_State_Visible_Under_FOW> Yes </Last_State_Visible_Under_FOW>
        <Initial_State_Visible_Under_FOW>True</Initial_State_Visible_Under_FOW>
        <Additional_Population_Capacity>100</Additional_Population_Capacity>
        <Property_Flags>IsRushTarget</Property_Flags>
        <Immune_To_Damage>True</Immune_To_Damage>
        <Include_In_UI_Map_Header>true</Include_In_UI_Map_Header>
    </Marker>

but do you know what this line does?
Code:

<Faction_Anim_Subindex>Empire, 1</Faction_Anim_Subindex>


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