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

SmallPox December 9th, 2007 12:43 PM

Faction problem
 
I am trying to add a new faction to the game. The faction itself seems to work but always when I move a fleet to a planet controlled by an enemy the game crashes. I don't think that there's anything wrong with the units cause I just copied the mon cal from the rebs and changed affiliation.
What could be wrong?

Vaders_legion December 9th, 2007 02:03 PM

Re: Faction problem
 
check the allied and enemies list for all the factions, that might be the problem

"X" December 9th, 2007 02:23 PM

Re: Faction problem
 
i see that your back vader_legion :P

you know there is some thing you miss when coding the faction go back throw the faction XML again, and you might want to ask val he might know

Sidious Invader December 9th, 2007 03:28 PM

Re: Faction problem
 
It is exactly as Vaders_Legion said, check the allied/enemies for each faction. Make sure there is a <Debug_Structure> for the new civ(found in newfaction.xml)

SmallPox December 10th, 2007 03:53 AM

Re: Faction problem
 
did I forget a faction in that list? i don't think so:
Code:

<Allies />
        <Enemies>Empire, Rebel, Pirates, Hostile, Target, Sarlacc, Underworld, Hutts</Enemies>

and i have already ground barracks for the faction

SmallPox December 10th, 2007 11:43 AM

Re: Faction problem
 
sry for double post, but could anybody help me?:help:

general_kerr December 10th, 2007 12:49 PM

Re: Faction problem
 
i encountered the same problom, and y'know what? i hadn't filled in the enemie tags n stuff, i did then it worked, but that was FoC, what are doing it in?

SmallPox December 10th, 2007 01:00 PM

Re: Faction problem
 
Quote:

Originally Posted by general_kerr (Post 4080980)
i encountered the same problom, and y'know what? i hadn't filled in the enemie tags n stuff, i did then it worked, but that was FoC, what are doing it in?

Also FoC. But as you can see I have the enemy tags:
Quote:

Originally Posted by SmallPox (Post 4080172)
did I forget a faction in that list? i don't think so:
Code:

<Allies />
        <Enemies>Empire, Rebel, Pirates, Hostile, Target, Sarlacc, Underworld, Hutts</Enemies>

and i have already ground barracks for the faction

Or did I forget something??

general_kerr December 10th, 2007 01:32 PM

Re: Faction problem
 
what faction did you copy? if it was the ZC, you'll notice that you share corruption with the ZC, and when you attack anything it crashes.
you have to copy a faction other that the ZC, i don't know why.

SmallPox December 10th, 2007 01:35 PM

Re: Faction problem
 
it's a copy of the empire.

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>

The Grand Reaper December 14th, 2007 05:11 AM

Re: Faction problem
 
Hmm,way it looks i belive it has something to do how reinforcement point icon changes while empire is near it,not sure tho.

SmallPox December 14th, 2007 05:41 AM

Re: Faction problem
 
hmm ok but is anything wrong with my reinforcement point?

and i've seen that every faction has a code for it's own reinforcement point so i made one for my faction too, but it's still not working

The Grand Reaper December 14th, 2007 07:34 AM

Re: Faction problem
 
i belive code is rigth,dont know why it isnt working.

SmallPox December 14th, 2007 10:48 AM

Re: Faction problem
 
I also don't know any other possible reason for that:(

Mr.Caine December 14th, 2007 10:54 AM

Re: Faction problem
 
I hate to hijack your thread but I wanted to ask a question related to factions... Where do Icons go? Like to the art folder or do i have to edit the MTD and what size should they be?

SmallPox December 14th, 2007 11:56 AM

Re: Faction problem
 
Quote:

Originally Posted by Mr.Caine (Post 4091444)
I hate to hijack your thread but I wanted to ask a question related to factions... Where do Icons go? Like to the art folder or do i have to edit the MTD and what size should they be?

This tutorial explains most of the faction code and an example icon is included
Empire at War Zone | Tutorial » Adding a New Faction

I think you have to put the icon in the textures folder

revan986 December 14th, 2007 01:37 PM

Re: Faction problem
 
If I remember correctly (my faction has had this stuff working for quite a while now, so it's been a while since I've worked on factions), there are 2 or 3 different reinforcement points that need to be edited, but I was able to attack planets before I had them working, I just couldn't land additional units.

SmallPox December 14th, 2007 02:02 PM

Re: Faction problem
 
Quote:

Originally Posted by revan986 (Post 4091738)
If I remember correctly (my faction has had this stuff working for quite a while now, so it's been a while since I've worked on factions), there are 2 or 3 different reinforcement points that need to be edited, but I was able to attack planets before I had them working, I just couldn't land additional units.

I have the one I posted above and these two:
Code:

<Marker Name="Reinforcement_Point_Sith_Empire">
        <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_Imperial.alo</Land_Model_Name>
        <Scale_Factor>1.2</Scale_Factor>
        <Space_Model_Name />
        <Behavior> REVEAL, REINFORCEMENT_POINT, HIDE_WHEN_FOGGED, 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_Range_Icon_Name>i_radar_landing.tga</Radar_Range_Icon_Name>
        <Radar_Show_Facing>No</Radar_Show_Facing>
        <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>

        <Influences_Capture_Point>True</Influences_Capture_Point>
        <Affiliation>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>
        <Immune_To_Damage>True</Immune_To_Damage>
        <Include_In_UI_Map_Header>true</Include_In_UI_Map_Header>
    </Marker>
   
    <Marker Name="Reinforcement_Point_Sith_Empire_Plus4_Cap">
        <Variant_Of_Existing_Type>Reinforcement_Point_Sith_Empire</Variant_Of_Existing_Type>
        <Additional_Population_Capacity>4</Additional_Population_Capacity>
    </Marker>


revan986 December 14th, 2007 02:27 PM

Re: Faction problem
 
Quote:

Originally Posted by SmallPox (Post 4090784)
hmm ok but is anything wrong with my reinforcement point?

and i've seen that every faction has a code for it's own reinforcement point so i made one for my faction too, but it's still not working

Quote:

Originally Posted by revan986 (Post 4091738)
but I was able to attack planets before I had them working, I just couldn't land additional units.

I don't think there's a problem with your reinforcement points, all the coding for them is so you can capture them and land more units. The unit that you actually drag and drop onto the planet should spawn regardless of reinforcement points, which leads me to believe there's a problem with your unit coding.

SmallPox December 14th, 2007 02:44 PM

Re: Faction problem
 
Quote:

Originally Posted by revan986 (Post 4091852)
I don't think there's a problem with your reinforcement points, all the coding for them is so you can capture them and land more units. The unit that you actually drag and drop onto the planet should spawn regardless of reinforcement points, which leads me to believe there's a problem with your unit coding.

you're right. I copied the stormtrooper code and it works. I'll see what's wrong with my other unit

SmallPox December 16th, 2007 01:25 PM

Re: Faction problem
 
I found the error. It was a very stupid error: I forgot to put the models in the model folder:lol:.

But I have a new problem
My units are landing on the planet now but if I select them I get an exception
There can't be an error with my units cause it even crashes when I select the stormtrooper copy

Ipse December 16th, 2007 01:45 PM

Re: Faction problem
 
did you get the companys and containers copied?

SmallPox December 16th, 2007 01:56 PM

Re: Faction problem
 
yeah I have

SmallPox December 17th, 2007 12:55 PM

Re: Faction problem
 
does anybody have solution for that problem?

Valgarochi December 17th, 2007 12:57 PM

Re: Faction problem
 
its pretty much always a XML error, when i get a hidden error like that, i find the problem XML, delete it and recode.

Nebulogan_B December 17th, 2007 05:17 PM

Re: Faction problem
 
Exception errors that happen with certain units are usually something weird like when a new unit I added crashed the game all because of the torpedo hardpoints I coded for it (still no idea what was wrong with 'em, and the many turbolasers were fine.) Don't delete an entire xml just because of it, try removing suspect lines of code by either commenting them out or making backups of them and deleting them from the xml, then try the unit again and see if an exception error happens.

SmallPox December 23rd, 2007 02:55 PM

Re: Faction problem
 
A new question: In which xml can I find the buildpads?

ShadowCrow December 23rd, 2007 05:44 PM

Re: Faction problem
 
GroundBuildablesEmpire.xml, GroundBuildablesRebel.xml, GroundBuildablesPirates.xml, GroundBuildablesHutts.xml, GroundBuildablesUnderworld.xml, and GroundBuildablesSkirmish.xml

SmallPox December 24th, 2007 02:25 AM

Re: Faction problem
 
nice, thanks:)

SmallPox December 26th, 2007 11:12 AM

Re: Faction problem
 
next question: is it possible to use the sandbox files for a new faction?
and will heroes respawn if you can't use the sandbox files?

ShadowCrow December 26th, 2007 10:31 PM

Re: Faction problem
 
If you don't use a sandbox, the heros will respawn every 360 seconds by default, but you must include them in the GC xml file just like you would the pre-built structures and units.

SmallPox December 27th, 2007 03:17 PM

Re: Faction problem
 
Quote:

Originally Posted by ShadowCrow (Post 4116133)
If you don't use a sandbox, the heros will respawn every 360 seconds by default, but you must include them in the GC xml file just like you would the pre-built structures and units.

okay, but is it possible to use sandboxfiles with a new faction? I don't think so but i'm not sure

and I've tried to code the build pads for my new faction but my units can't capture it. i copied the empire build pads and just changed some names and the affiliation and then I created the new turrets. Did i forget anything?

revan986 December 30th, 2007 12:42 PM

Re: Faction problem
 
Quote:

Originally Posted by SmallPox (Post 4117552)
okay, but is it possible to use sandboxfiles with a new faction? I don't think so but i'm not sure

and I've tried to code the build pads for my new faction but my units can't capture it. i copied the empire build pads and just changed some names and the affiliation and then I created the new turrets. Did i forget anything?

An excerpt from my GroundBuildablesSkirmish.xml in my faction mod (
"League" is the coding name for my added faction):

Spoiler:

<GroundBuildable Name="Skirmish_Build_Pad">

<Behavior> TACTICAL_BUILD_OBJECTS, REVEAL, HIDE_WHEN_FOGGED, CAPTURE_POINT </Behavior>

<Space_Layer> Land </Space_Layer>
<UnitCollisionClass> Build Pad </UnitCollisionClass>
<Custom_Hard_XExtent> 10.0 </Custom_Hard_XExtent>
<Custom_Hard_YExtent> 10.0 </Custom_Hard_YExtent>
<Minimum_Time_Before_Pad_Can_Build_Again> 15.0 </Minimum_Time_Before_Pad_Can_Build_Again>

<!-- This is a list of the buildable objects at this pad (defined below) - that will be under construction -->
<Tactical_Buildable_Objects_Campaign>
Empire,
UC_Empire_Buildable_Anti_Vehicle_Turret,
UC_Empire_Buildable_Anti_Infantry_Turret,
UC_Empire_Buildable_Anti_Aircraft_Turret,
UC_Empire_Buildable_Bacta_Tank,
UC_Empire_Buildable_Repair_Facility,
UC_Empire_Buildable_Sensor_Node,

Rebel,
UC_Rebel_Buildable_Anti_Vehicle_Turret,
UC_Rebel_Buildable_Anti_Infantry_Turret,
UC_Rebel_Buildable_Anti_Aircraft_Turret,
UC_Rebel_Buildable_Bacta_Tank,
UC_Rebel_Buildable_Repair_Facility,
UC_Rebel_Buildable_Sensor_Node,

Pirates,
UC_Pirate_Buildable_Anti_Aircraft_Turret,
UC_Pirate_Buildable_Anti_Vehicle_Turret,
UC_Pirate_Buildable_Anti_Infantry_Turret,
UC_Pirate_Buildable_Bacta_Tank,
UC_Pirate_Buildable_Repair_Facility,

Underworld,
UC_Underworld_Buildable_Mass_Driver_Turret,
UC_Underworld_Buildable_Torpedo_Turret,
UC_Underworld_Buildable_Bacta_Tank,
UC_Underworld_Buildable_Repair_Facility,
UC_Underworld_Buildable_Sensor_Node,

Hutts,
UC_Hutt_Grenade_Mortar,
UC_Hutt_Rapid_Fire_Laser_Turret,
UC_Hutt_Anti_Aircraft_Turret,
UC_Hutt_Buildable_Bacta_Tank,
UC_Hutt_Buildable_Repair_Facility,
UC_Hutt_Buildable_Sensor_Node,

League,
UC_League_Buildable_Mass_Driver_Turret,
UC_League_Buildable_Repair_Facility,
UC_League_Buildable_Bacta_Tank
</Tactical_Buildable_Objects_Campaign>

<Tactical_Buildable_Objects_Multiplayer>
Empire,
UC_Empire_Buildable_Anti_Vehicle_Turret,
UC_Empire_Buildable_Anti_Infantry_Turret,
UC_Empire_Buildable_Anti_Aircraft_Turret,
UC_Empire_Buildable_Bacta_Tank,
UC_Empire_Buildable_Repair_Facility,
UC_Empire_Buildable_Sensor_Node,
Rebel,
UC_Rebel_Buildable_Anti_Vehicle_Turret,
UC_Rebel_Buildable_Anti_Infantry_Turret,
UC_Rebel_Buildable_Anti_Aircraft_Turret,
UC_Rebel_Buildable_Bacta_Tank,
UC_Rebel_Buildable_Repair_Facility,
UC_Rebel_Buildable_Sensor_Node,
Pirates,
UC_Pirate_Buildable_Anti_Aircraft_Turret,
UC_Pirate_Buildable_Anti_Vehicle_Turret,
UC_Pirate_Buildable_Anti_Infantry_Turret,
UC_Pirate_Buildable_Bacta_Tank,
UC_Pirate_Buildable_Repair_Facility,
Underworld,
UC_Underworld_Buildable_Mass_Driver_Turret,
UC_Underworld_Buildable_Torpedo_Turret,
UC_Underworld_Buildable_Bacta_Tank,
UC_Underworld_Buildable_Repair_Facility,
UC_Underworld_Buildable_Sensor_Node,
Hutts,
UC_Hutt_Grenade_Mortar,
UC_Hutt_Rapid_Fire_Laser_Turret,
UC_Hutt_Anti_Aircraft_Turret,
UC_Hutt_Buildable_Bacta_Tank,
UC_Hutt_Buildable_Repair_Facility,
UC_Hutt_Buildable_Sensor_Node,

League,
UC_League_Buildable_Mass_Driver_Turret,
UC_League_Buildable_Repair_Facility,
UC_League_Buildable_Bacta_Tank

</Tactical_Buildable_Objects_Multiplayer>

<Text_ID> TEXT_EMPIRE_BUILD_PAD </Text_ID>
<Encyclopedia_Text> TEXT_TOOLTIP_UNIT_CAPTUREABLE_STRUCTURE </Encyclopedia_Text>
<Land_Model_Name> NB_BasePad.alo </Land_Model_Name>
<Capture_Point_Radius>100</Capture_Point_Radius>
<Influences_Capture_Point>no</Influences_Capture_Point>
<Capture_Point_Transition_Time_Seconds>5.0</Capture_Point_Transition_Time_Seconds>
<Visible_To_Enemies_When_Empty>True</Visible_To_Enemies_When_Empty>
<Loop_Idle_Anim_00> No </Loop_Idle_Anim_00>
<Collidable_By_Projectile_Living> No </Collidable_By_Projectile_Living>
<Is_Visible_On_Radar> No </Is_Visible_On_Radar>
<Radar_Icon_Size>0.05 0.05</Radar_Icon_Size>
<Select_Box_Scale> 50 </Select_Box_Scale>

<Scale_Factor> 1.0 </Scale_Factor>
<Shield_Points> 0 </Shield_Points>
<Tactical_Health> 10000 </Tactical_Health>
<Affiliation> Neutral </Affiliation>
<Base_Level_Available> 1 </Base_Level_Available>
<Required_Ground_Base_Level> 0 </Required_Ground_Base_Level>
<Reveal_During_Setup_Phase> False </Reveal_During_Setup_Phase>
<Reveal_During_Setup_Phase_Only> True </Reveal_During_Setup_Phase_Only>
<Land_FOW_Reveal_Range>100.0</Land_FOW_Reveal_Range>
<Victory_Relevant> No </Victory_Relevant>
<No_Reflection_Below_Detail_Level> 1 </No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level> 1 </No_Refraction_Below_Detail_Level>
<CategoryMask> Structure </CategoryMask>
<GUI_Bracket_Width> 20 </GUI_Bracket_Width>
<GUI_Bracket_Height> 0 </GUI_Bracket_Height>
<GUI_Bracket_Size> 1 </GUI_Bracket_Size>
<Has_Land_Evaluator>True</Has_Land_Evaluator>
<Influences_Capture_Point> False </Influences_Capture_Point>
<Affiliation>Neutral, Rebel, Empire, Pirates, Underworld, Hutts, League</Affiliation>
<Immune_To_Damage>True</Immune_To_Damage>
<Include_In_UI_Map_Header>True</Include_In_UI_Map_Header>

</GroundBuildable>

<!--************************************************** ************************************************** ********-->

<GroundBuildable Name="Skirmish_Build_Pad_Offense">
<Variant_Of_Existing_Type>Skirmish_Build_Pad</Variant_Of_Existing_Type>
<Tactical_Buildable_Objects_Campaign>
Empire,
UC_Empire_Buildable_Anti_Vehicle_Turret,
UC_Empire_Buildable_Anti_Infantry_Turret,
UC_Empire_Buildable_Anti_Aircraft_Turret,
Rebel,
UC_Rebel_Buildable_Anti_Vehicle_Turret,
UC_Rebel_Buildable_Anti_Infantry_Turret,
UC_Rebel_Buildable_Anti_Aircraft_Turret,
Pirates,
UC_Pirate_Buildable_Anti_Aircraft_Turret,
UC_Pirate_Buildable_Anti_Vehicle_Turret,
UC_Pirate_Buildable_Anti_Infantry_Turret,
Underworld,
UC_Underworld_Buildable_Mass_Driver_Turret,
UC_Underworld_Buildable_Torpedo_Turret,
League,
UC_League_Buildable_Mass_Driver_Turret,
</Tactical_Buildable_Objects_Campaign>
<Tactical_Buildable_Objects_Multiplayer>
Empire,
UC_Empire_Buildable_Anti_Vehicle_Turret,
UC_Empire_Buildable_Anti_Infantry_Turret,
UC_Empire_Buildable_Anti_Aircraft_Turret,
Rebel,
UC_Rebel_Buildable_Anti_Vehicle_Turret,
UC_Rebel_Buildable_Anti_Infantry_Turret,
UC_Rebel_Buildable_Anti_Aircraft_Turret,
Pirates,
UC_Pirate_Buildable_Anti_Aircraft_Turret,
UC_Pirate_Buildable_Anti_Vehicle_Turret,
UC_Pirate_Buildable_Anti_Infantry_Turret,
Underworld,
UC_Underworld_Buildable_Mass_Driver_Turret,
UC_Underworld_Buildable_Torpedo_Turret,
League,
UC_League_Buildable_Mass_Driver_Turret,
</Tactical_Buildable_Objects_Multiplayer>
</GroundBuildable>

<!--************************************************** ************************************************** ********-->

<GroundBuildable Name="Skirmish_Build_Pad_AITurret">
<Variant_Of_Existing_Type>Skirmish_Build_Pad</Variant_Of_Existing_Type>
<Tactical_Buildable_Objects_Campaign>
Empire,
UC_Empire_Buildable_Anti_Infantry_Turret,
Rebel,
UC_Rebel_Buildable_Anti_Infantry_Turret,
Pirates,
UC_Pirate_Buildable_Anti_Infantry_Turret,
Underworld,
UC_Underworld_Buildable_Mass_Driver_Turret,
League,
UC_League_Buildable_Mass_Driver_Turret
</Tactical_Buildable_Objects_Campaign>
<Tactical_Buildable_Objects_Multiplayer>
Empire,
UC_Empire_Buildable_Anti_Infantry_Turret,
Rebel,
UC_Rebel_Buildable_Anti_Infantry_Turret,
Pirates,
UC_Pirate_Buildable_Anti_Infantry_Turret,
Underworld,
UC_Underworld_Buildable_Mass_Driver_Turret,
League,
UC_League_Buildable_Mass_Driver_Turret
</Tactical_Buildable_Objects_Multiplayer>
</GroundBuildable>

<!--************************************************** ************************************************** ********-->

<GroundBuildable Name="Skirmish_Build_Pad_Defense">
<Variant_Of_Existing_Type>Skirmish_Build_Pad</Variant_Of_Existing_Type>
<Tactical_Buildable_Objects_Campaign>
Empire,
UC_Empire_Buildable_Bacta_Tank,
UC_Empire_Buildable_Repair_Facility,
UC_Empire_Buildable_Sensor_Node,
Rebel,
UC_Rebel_Buildable_Bacta_Tank,
UC_Rebel_Buildable_Repair_Facility,
UC_Rebel_Buildable_Sensor_Node,
Pirates,
UC_Pirate_Buildable_Bacta_Tank,
UC_Pirate_Buildable_Repair_Facility,
Underworld,
UC_Underworld_Buildable_Bacta_Tank,
UC_Underworld_Buildable_Repair_Facility,
UC_Underworld_Buildable_Sensor_Node,
League,
UC_League_Buildable_Repair_Facility,
UC_League_Buildable_Bacta_Tank
</Tactical_Buildable_Objects_Campaign>

<Tactical_Buildable_Objects_Multiplayer>
Empire,
UC_Empire_Buildable_Bacta_Tank,
UC_Empire_Buildable_Repair_Facility,
UC_Empire_Buildable_Sensor_Node,
Rebel,
UC_Rebel_Buildable_Bacta_Tank,
UC_Rebel_Buildable_Repair_Facility,
UC_Rebel_Buildable_Sensor_Node,
Pirates,
UC_Pirate_Buildable_Bacta_Tank,
UC_Pirate_Buildable_Repair_Facility,
Underworld,
UC_Underworld_Buildable_Bacta_Tank,
UC_Underworld_Buildable_Repair_Facility,
UC_Underworld_Buildable_Sensor_Node
League,
UC_League_Buildable_Repair_Facility,
UC_League_Buildable_Bacta_Tank
</Tactical_Buildable_Objects_Multiplayer>
</GroundBuildable>


<!--************************************************** ************************************************** ********-->

<GroundBuildable Name="Skirmish_Build_Pad_Bacta">
<Variant_Of_Existing_Type>Skirmish_Build_Pad</Variant_Of_Existing_Type>
<Tactical_Buildable_Objects_Campaign>
Empire,
UC_Empire_Buildable_Bacta_Tank,
Rebel,
UC_Rebel_Buildable_Bacta_Tank,
Pirates,
UC_Pirate_Buildable_Bacta_Tank,
Underworld,
UC_Underworld_Buildable_Bacta_Tank,
League,
UC_League_Buildable_Bacta_Tank
</Tactical_Buildable_Objects_Campaign>

<Tactical_Buildable_Objects_Multiplayer>
Empire,
UC_Empire_Buildable_Bacta_Tank,
Rebel,
UC_Rebel_Buildable_Bacta_Tank,
Pirates,
UC_Pirate_Buildable_Bacta_Tank,
Underworld,
UC_Underworld_Buildable_Bacta_Tank,
League,
UC_League_Buildable_Bacta_Tank,
</Tactical_Buildable_Objects_Multiplayer>
</GroundBuildable>

<!--************************************************** ************************************************** ********-->

<GroundBuildable Name="Skirmish_Build_Pad_Basic">
<Variant_Of_Existing_Type>Skirmish_Build_Pad</Variant_Of_Existing_Type>
<Tactical_Buildable_Objects_Campaign>
Empire,
UC_Empire_Buildable_Bacta_Tank,
UC_Empire_Buildable_Anti_Infantry_Turret,
UC_Empire_Buildable_Repair_Facility,
Rebel,
UC_Rebel_Buildable_Bacta_Tank,
UC_Rebel_Buildable_Anti_Infantry_Turret,
UC_Rebel_Buildable_Repair_Facility,
Pirates,
UC_Pirate_Buildable_Bacta_Tank,
UC_Pirate_Buildable_Anti_Infantry_Turret,
UC_Pirate_Buildable_Repair_Facility,
Underworld,
UC_Underworld_Buildable_Bacta_Tank,
UC_Underworld_Buildable_Mass_Driver_Turret,
UC_Underworld_Buildable_Repair_Facility,
League,
UC_League_Buildable_Mass_Driver_Turret,
UC_League_Buildable_Repair_Facility,
UC_League_Buildable_Bacta_Tank
</Tactical_Buildable_Objects_Campaign>
<Tactical_Buildable_Objects_Multiplayer>
Empire,
UC_Empire_Buildable_Bacta_Tank,
UC_Empire_Buildable_Anti_Infantry_Turret,
Rebel,
UC_Rebel_Buildable_Bacta_Tank,
UC_Rebel_Buildable_Anti_Infantry_Turret,
Pirates,
UC_Pirate_Buildable_Bacta_Tank,
UC_Pirate_Buildable_Anti_Infantry_Turret,
Underworld,
UC_Underworld_Buildable_Bacta_Tank,
UC_Underworld_Buildable_Mass_Driver_Turret,
League,
UC_League_Buildable_Mass_Driver_Turret,
UC_League_Buildable_Bacta_Tank
</Tactical_Buildable_Objects_Multiplayer>
</GroundBuildable>


And here's from SpaceBuildablesSkirmish:

Spoiler:

<SpaceBuildable Name="Defense_Satellite_Laser_Pad">
<Behavior> SPACE_OBSTACLE, TACTICAL_BUILD_OBJECTS, REVEAL, HIDE_WHEN_FOGGED, CAPTURE_POINT </Behavior>

<Tactical_Buildable_Objects_Multiplayer>
Empire,
UC_Empire_Defense_Satellite_Laser,
UC_Empire_Defense_Satellite_Missile,
UC_Empire_Defense_Satellite_Repair,
Rebel,
UC_Rebel_Defense_Satellite_Laser,
UC_Rebel_Defense_Satellite_Missile,
UC_Rebel_Defense_Satellite_Repair,
Underworld,
UC_Underworld_Defense_Satellite_Plasma,
UC_Underworld_Defense_Satellite_DBM,
UC_Underworld_Defense_Satellite_Sensor,
League,
UC_League_Defense_Satellite_Lightning,
UC_League_Defense_Satellite_Super,
UC_League_Defense_Satellite_Black
</Tactical_Buildable_Objects_Multiplayer>

<Tactical_Buildable_Objects_Campaign>
Empire,
UC_Empire_Defense_Satellite_Laser,
UC_Empire_Defense_Satellite_Missile,
UC_Empire_Defense_Satellite_Repair,
Rebel,
UC_Rebel_Defense_Satellite_Laser,
UC_Rebel_Defense_Satellite_Missile,
UC_Rebel_Defense_Satellite_Repair,
Underworld,
UC_Underworld_Defense_Satellite_Plasma,
UC_Underworld_Defense_Satellite_DBM,
UC_Underworld_Defense_Satellite_Sensor,
League,
UC_League_Defense_Satellite_Lightning,
UC_League_Defense_Satellite_Super,
UC_League_Defense_Satellite_Black
</Tactical_Buildable_Objects_Campaign>

<Text_ID> TEXT_ORBITAL_DEFENSE_SATELLITE </Text_ID>
<Space_Model_Name>NV_LDS_pad.ALO</Space_Model_Name>
<Icon_Name>i_button_lds.tga</Icon_Name>
<GUI_Row> 0 </GUI_Row>
<Is_Dummy>Yes</Is_Dummy>
<Select_Box_Scale>330</Select_Box_Scale>
<Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust>
<Affiliation>Neutral, Rebel, Empire, Underworld, League</Affiliation>
<Size_Value>30</Size_Value>
<Tactical_Health>1200</Tactical_Health>

<Space_FOW_Reveal_Range>200.0</Space_FOW_Reveal_Range>

<GUI_Model_Name>NV_LDS_pad.ALO</GUI_Model_Name>
<GUI_Distance>1000</GUI_Distance>
<GUI_Offset>0 0 0</GUI_Offset>
<GUI_Velocity>45</GUI_Velocity>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<Death_SFXEvent_Start_Die>Unit_Generic_Building_De ath_SFX</Death_SFXEvent_Start_Die>
<CategoryMask> Structure </CategoryMask>
<Armor_Type> Armor_Satellite </Armor_Type>
<GUI_Bracket_Size>2</GUI_Bracket_Size>

<Capture_Point_Radius>350</Capture_Point_Radius>
<Influences_Capture_Point>False</Influences_Capture_Point>
<Capture_Point_Transition_Time_Seconds>8.0</Capture_Point_Transition_Time_Seconds>
<Visible_To_Enemies_When_Empty>True</Visible_To_Enemies_When_Empty>
<Hides_When_Built_On>True</Hides_When_Built_On>
<Destroy_When_Child_Dies>True</Destroy_When_Child_Dies>

<Loop_Idle_Anim_00> No </Loop_Idle_Anim_00>
<Collidable_By_Projectile_Living> No </Collidable_By_Projectile_Living>
<Is_Visible_On_Radar>True</Is_Visible_On_Radar>
<Radar_Icon_Size>0.075 0.075</Radar_Icon_Size>
<Select_Box_Scale> 50 </Select_Box_Scale>
<Scale_Factor> 1.0 </Scale_Factor>
<Victory_Relevant> No </Victory_Relevant>
<Custom_Soft_Footprint_Radius> 100 </Custom_Soft_Footprint_Radius>
<Space_Obstacle_Offset> 0 0 0 </Space_Obstacle_Offset>
<Space_Layer> StaticObject </Space_Layer>
<Has_Space_Evaluator>True</Has_Space_Evaluator>

<Tactical_Respawn_Time_In_Secs>45</Tactical_Respawn_Time_In_Secs>

<Encyclopedia_Text> MP_TEXT_ENCYCLOPEDIA_DEFENSE_SAT_PAD_EMPTY_00 TEXT_TOOLTIP_UNIT_CAPTUREABLE_STRUCTURE </Encyclopedia_Text>
<MP_Encyclopedia_Text> MP_TEXT_ENCYCLOPEDIA_DEFENSE_SAT_PAD_EMPTY_00 TEXT_TOOLTIP_UNIT_CAPTUREABLE_STRUCTURE </MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_S TRUCTURE</Encyclopedia_Unit_Class>

<Last_State_Visible_Under_FOW> True </Last_State_Visible_Under_FOW>
<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
<Victory_Relevant>No</Victory_Relevant>
</SpaceBuildable>


So try adding entries to those sections, then it should work.

Sidious Invader December 30th, 2007 01:43 PM

Re: Faction problem
 
The only thing I could not get to work with a new faction is Sandbox files, or story scripting mode.

Quote:

<Rebel_Story_Name>Story_Plots_Rebel_AI_Heroes_EXP. xml</Rebel_Story_Name>
<Empire_Story_Name>Story_Plots_Empire_AI_Heroes_EX P.xml</Empire_Story_Name>
<Underworld_Story_Name>Story_Plots_Sandbox_27_Unde rworld.xml</Underworld_Story_Name>
Can't add the tag <Newfaction_Story_Name>. But there are ways around it.

SmallPox December 30th, 2007 02:02 PM

Re: Faction problem
 
Quote:

Originally Posted by revan986 (Post 4122867)
An excerpt from my GroundBuildablesSkirmish.xml in my faction mod (
"League" is the coding name for my added faction):

Spoiler:

<GroundBuildable Name="Skirmish_Build_Pad">

<Behavior> TACTICAL_BUILD_OBJECTS, REVEAL, HIDE_WHEN_FOGGED, CAPTURE_POINT </Behavior>

<Space_Layer> Land </Space_Layer>
<UnitCollisionClass> Build Pad </UnitCollisionClass>
<Custom_Hard_XExtent> 10.0 </Custom_Hard_XExtent>
<Custom_Hard_YExtent> 10.0 </Custom_Hard_YExtent>
<Minimum_Time_Before_Pad_Can_Build_Again> 15.0 </Minimum_Time_Before_Pad_Can_Build_Again>

<!-- This is a list of the buildable objects at this pad (defined below) - that will be under construction -->
<Tactical_Buildable_Objects_Campaign>
Empire,
UC_Empire_Buildable_Anti_Vehicle_Turret,
UC_Empire_Buildable_Anti_Infantry_Turret,
UC_Empire_Buildable_Anti_Aircraft_Turret,
UC_Empire_Buildable_Bacta_Tank,
UC_Empire_Buildable_Repair_Facility,
UC_Empire_Buildable_Sensor_Node,

Rebel,
UC_Rebel_Buildable_Anti_Vehicle_Turret,
UC_Rebel_Buildable_Anti_Infantry_Turret,
UC_Rebel_Buildable_Anti_Aircraft_Turret,
UC_Rebel_Buildable_Bacta_Tank,
UC_Rebel_Buildable_Repair_Facility,
UC_Rebel_Buildable_Sensor_Node,

Pirates,
UC_Pirate_Buildable_Anti_Aircraft_Turret,
UC_Pirate_Buildable_Anti_Vehicle_Turret,
UC_Pirate_Buildable_Anti_Infantry_Turret,
UC_Pirate_Buildable_Bacta_Tank,
UC_Pirate_Buildable_Repair_Facility,

Underworld,
UC_Underworld_Buildable_Mass_Driver_Turret,
UC_Underworld_Buildable_Torpedo_Turret,
UC_Underworld_Buildable_Bacta_Tank,
UC_Underworld_Buildable_Repair_Facility,
UC_Underworld_Buildable_Sensor_Node,

Hutts,
UC_Hutt_Grenade_Mortar,
UC_Hutt_Rapid_Fire_Laser_Turret,
UC_Hutt_Anti_Aircraft_Turret,
UC_Hutt_Buildable_Bacta_Tank,
UC_Hutt_Buildable_Repair_Facility,
UC_Hutt_Buildable_Sensor_Node,

League,
UC_League_Buildable_Mass_Driver_Turret,
UC_League_Buildable_Repair_Facility,
UC_League_Buildable_Bacta_Tank
</Tactical_Buildable_Objects_Campaign>

<Tactical_Buildable_Objects_Multiplayer>
Empire,
UC_Empire_Buildable_Anti_Vehicle_Turret,
UC_Empire_Buildable_Anti_Infantry_Turret,
UC_Empire_Buildable_Anti_Aircraft_Turret,
UC_Empire_Buildable_Bacta_Tank,
UC_Empire_Buildable_Repair_Facility,
UC_Empire_Buildable_Sensor_Node,
Rebel,
UC_Rebel_Buildable_Anti_Vehicle_Turret,
UC_Rebel_Buildable_Anti_Infantry_Turret,
UC_Rebel_Buildable_Anti_Aircraft_Turret,
UC_Rebel_Buildable_Bacta_Tank,
UC_Rebel_Buildable_Repair_Facility,
UC_Rebel_Buildable_Sensor_Node,
Pirates,
UC_Pirate_Buildable_Anti_Aircraft_Turret,
UC_Pirate_Buildable_Anti_Vehicle_Turret,
UC_Pirate_Buildable_Anti_Infantry_Turret,
UC_Pirate_Buildable_Bacta_Tank,
UC_Pirate_Buildable_Repair_Facility,
Underworld,
UC_Underworld_Buildable_Mass_Driver_Turret,
UC_Underworld_Buildable_Torpedo_Turret,
UC_Underworld_Buildable_Bacta_Tank,
UC_Underworld_Buildable_Repair_Facility,
UC_Underworld_Buildable_Sensor_Node,
Hutts,
UC_Hutt_Grenade_Mortar,
UC_Hutt_Rapid_Fire_Laser_Turret,
UC_Hutt_Anti_Aircraft_Turret,
UC_Hutt_Buildable_Bacta_Tank,
UC_Hutt_Buildable_Repair_Facility,
UC_Hutt_Buildable_Sensor_Node,

League,
UC_League_Buildable_Mass_Driver_Turret,
UC_League_Buildable_Repair_Facility,
UC_League_Buildable_Bacta_Tank

</Tactical_Buildable_Objects_Multiplayer>

<Text_ID> TEXT_EMPIRE_BUILD_PAD </Text_ID>
<Encyclopedia_Text> TEXT_TOOLTIP_UNIT_CAPTUREABLE_STRUCTURE </Encyclopedia_Text>
<Land_Model_Name> NB_BasePad.alo </Land_Model_Name>
<Capture_Point_Radius>100</Capture_Point_Radius>
<Influences_Capture_Point>no</Influences_Capture_Point>
<Capture_Point_Transition_Time_Seconds>5.0</Capture_Point_Transition_Time_Seconds>
<Visible_To_Enemies_When_Empty>True</Visible_To_Enemies_When_Empty>
<Loop_Idle_Anim_00> No </Loop_Idle_Anim_00>
<Collidable_By_Projectile_Living> No </Collidable_By_Projectile_Living>
<Is_Visible_On_Radar> No </Is_Visible_On_Radar>
<Radar_Icon_Size>0.05 0.05</Radar_Icon_Size>
<Select_Box_Scale> 50 </Select_Box_Scale>

<Scale_Factor> 1.0 </Scale_Factor>
<Shield_Points> 0 </Shield_Points>
<Tactical_Health> 10000 </Tactical_Health>
<Affiliation> Neutral </Affiliation>
<Base_Level_Available> 1 </Base_Level_Available>
<Required_Ground_Base_Level> 0 </Required_Ground_Base_Level>
<Reveal_During_Setup_Phase> False </Reveal_During_Setup_Phase>
<Reveal_During_Setup_Phase_Only> True </Reveal_During_Setup_Phase_Only>
<Land_FOW_Reveal_Range>100.0</Land_FOW_Reveal_Range>
<Victory_Relevant> No </Victory_Relevant>
<No_Reflection_Below_Detail_Level> 1 </No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level> 1 </No_Refraction_Below_Detail_Level>
<CategoryMask> Structure </CategoryMask>
<GUI_Bracket_Width> 20 </GUI_Bracket_Width>
<GUI_Bracket_Height> 0 </GUI_Bracket_Height>
<GUI_Bracket_Size> 1 </GUI_Bracket_Size>
<Has_Land_Evaluator>True</Has_Land_Evaluator>
<Influences_Capture_Point> False </Influences_Capture_Point>
<Affiliation>Neutral, Rebel, Empire, Pirates, Underworld, Hutts, League</Affiliation>
<Immune_To_Damage>True</Immune_To_Damage>
<Include_In_UI_Map_Header>True</Include_In_UI_Map_Header>

</GroundBuildable>

<!--************************************************** ************************************************** ********-->

<GroundBuildable Name="Skirmish_Build_Pad_Offense">
<Variant_Of_Existing_Type>Skirmish_Build_Pad</Variant_Of_Existing_Type>
<Tactical_Buildable_Objects_Campaign>
Empire,
UC_Empire_Buildable_Anti_Vehicle_Turret,
UC_Empire_Buildable_Anti_Infantry_Turret,
UC_Empire_Buildable_Anti_Aircraft_Turret,
Rebel,
UC_Rebel_Buildable_Anti_Vehicle_Turret,
UC_Rebel_Buildable_Anti_Infantry_Turret,
UC_Rebel_Buildable_Anti_Aircraft_Turret,
Pirates,
UC_Pirate_Buildable_Anti_Aircraft_Turret,
UC_Pirate_Buildable_Anti_Vehicle_Turret,
UC_Pirate_Buildable_Anti_Infantry_Turret,
Underworld,
UC_Underworld_Buildable_Mass_Driver_Turret,
UC_Underworld_Buildable_Torpedo_Turret,
League,
UC_League_Buildable_Mass_Driver_Turret,
</Tactical_Buildable_Objects_Campaign>
<Tactical_Buildable_Objects_Multiplayer>
Empire,
UC_Empire_Buildable_Anti_Vehicle_Turret,
UC_Empire_Buildable_Anti_Infantry_Turret,
UC_Empire_Buildable_Anti_Aircraft_Turret,
Rebel,
UC_Rebel_Buildable_Anti_Vehicle_Turret,
UC_Rebel_Buildable_Anti_Infantry_Turret,
UC_Rebel_Buildable_Anti_Aircraft_Turret,
Pirates,
UC_Pirate_Buildable_Anti_Aircraft_Turret,
UC_Pirate_Buildable_Anti_Vehicle_Turret,
UC_Pirate_Buildable_Anti_Infantry_Turret,
Underworld,
UC_Underworld_Buildable_Mass_Driver_Turret,
UC_Underworld_Buildable_Torpedo_Turret,
League,
UC_League_Buildable_Mass_Driver_Turret,
</Tactical_Buildable_Objects_Multiplayer>
</GroundBuildable>

<!--************************************************** ************************************************** ********-->

<GroundBuildable Name="Skirmish_Build_Pad_AITurret">
<Variant_Of_Existing_Type>Skirmish_Build_Pad</Variant_Of_Existing_Type>
<Tactical_Buildable_Objects_Campaign>
Empire,
UC_Empire_Buildable_Anti_Infantry_Turret,
Rebel,
UC_Rebel_Buildable_Anti_Infantry_Turret,
Pirates,
UC_Pirate_Buildable_Anti_Infantry_Turret,
Underworld,
UC_Underworld_Buildable_Mass_Driver_Turret,
League,
UC_League_Buildable_Mass_Driver_Turret
</Tactical_Buildable_Objects_Campaign>
<Tactical_Buildable_Objects_Multiplayer>
Empire,
UC_Empire_Buildable_Anti_Infantry_Turret,
Rebel,
UC_Rebel_Buildable_Anti_Infantry_Turret,
Pirates,
UC_Pirate_Buildable_Anti_Infantry_Turret,
Underworld,
UC_Underworld_Buildable_Mass_Driver_Turret,
League,
UC_League_Buildable_Mass_Driver_Turret
</Tactical_Buildable_Objects_Multiplayer>
</GroundBuildable>

<!--************************************************** ************************************************** ********-->

<GroundBuildable Name="Skirmish_Build_Pad_Defense">
<Variant_Of_Existing_Type>Skirmish_Build_Pad</Variant_Of_Existing_Type>
<Tactical_Buildable_Objects_Campaign>
Empire,
UC_Empire_Buildable_Bacta_Tank,
UC_Empire_Buildable_Repair_Facility,
UC_Empire_Buildable_Sensor_Node,
Rebel,
UC_Rebel_Buildable_Bacta_Tank,
UC_Rebel_Buildable_Repair_Facility,
UC_Rebel_Buildable_Sensor_Node,
Pirates,
UC_Pirate_Buildable_Bacta_Tank,
UC_Pirate_Buildable_Repair_Facility,
Underworld,
UC_Underworld_Buildable_Bacta_Tank,
UC_Underworld_Buildable_Repair_Facility,
UC_Underworld_Buildable_Sensor_Node,
League,
UC_League_Buildable_Repair_Facility,
UC_League_Buildable_Bacta_Tank
</Tactical_Buildable_Objects_Campaign>

<Tactical_Buildable_Objects_Multiplayer>
Empire,
UC_Empire_Buildable_Bacta_Tank,
UC_Empire_Buildable_Repair_Facility,
UC_Empire_Buildable_Sensor_Node,
Rebel,
UC_Rebel_Buildable_Bacta_Tank,
UC_Rebel_Buildable_Repair_Facility,
UC_Rebel_Buildable_Sensor_Node,
Pirates,
UC_Pirate_Buildable_Bacta_Tank,
UC_Pirate_Buildable_Repair_Facility,
Underworld,
UC_Underworld_Buildable_Bacta_Tank,
UC_Underworld_Buildable_Repair_Facility,
UC_Underworld_Buildable_Sensor_Node
League,
UC_League_Buildable_Repair_Facility,
UC_League_Buildable_Bacta_Tank
</Tactical_Buildable_Objects_Multiplayer>
</GroundBuildable>


<!--************************************************** ************************************************** ********-->

<GroundBuildable Name="Skirmish_Build_Pad_Bacta">
<Variant_Of_Existing_Type>Skirmish_Build_Pad</Variant_Of_Existing_Type>
<Tactical_Buildable_Objects_Campaign>
Empire,
UC_Empire_Buildable_Bacta_Tank,
Rebel,
UC_Rebel_Buildable_Bacta_Tank,
Pirates,
UC_Pirate_Buildable_Bacta_Tank,
Underworld,
UC_Underworld_Buildable_Bacta_Tank,
League,
UC_League_Buildable_Bacta_Tank
</Tactical_Buildable_Objects_Campaign>

<Tactical_Buildable_Objects_Multiplayer>
Empire,
UC_Empire_Buildable_Bacta_Tank,
Rebel,
UC_Rebel_Buildable_Bacta_Tank,
Pirates,
UC_Pirate_Buildable_Bacta_Tank,
Underworld,
UC_Underworld_Buildable_Bacta_Tank,
League,
UC_League_Buildable_Bacta_Tank,
</Tactical_Buildable_Objects_Multiplayer>
</GroundBuildable>

<!--************************************************** ************************************************** ********-->

<GroundBuildable Name="Skirmish_Build_Pad_Basic">
<Variant_Of_Existing_Type>Skirmish_Build_Pad</Variant_Of_Existing_Type>
<Tactical_Buildable_Objects_Campaign>
Empire,
UC_Empire_Buildable_Bacta_Tank,
UC_Empire_Buildable_Anti_Infantry_Turret,
UC_Empire_Buildable_Repair_Facility,
Rebel,
UC_Rebel_Buildable_Bacta_Tank,
UC_Rebel_Buildable_Anti_Infantry_Turret,
UC_Rebel_Buildable_Repair_Facility,
Pirates,
UC_Pirate_Buildable_Bacta_Tank,
UC_Pirate_Buildable_Anti_Infantry_Turret,
UC_Pirate_Buildable_Repair_Facility,
Underworld,
UC_Underworld_Buildable_Bacta_Tank,
UC_Underworld_Buildable_Mass_Driver_Turret,
UC_Underworld_Buildable_Repair_Facility,
League,
UC_League_Buildable_Mass_Driver_Turret,
UC_League_Buildable_Repair_Facility,
UC_League_Buildable_Bacta_Tank
</Tactical_Buildable_Objects_Campaign>
<Tactical_Buildable_Objects_Multiplayer>
Empire,
UC_Empire_Buildable_Bacta_Tank,
UC_Empire_Buildable_Anti_Infantry_Turret,
Rebel,
UC_Rebel_Buildable_Bacta_Tank,
UC_Rebel_Buildable_Anti_Infantry_Turret,
Pirates,
UC_Pirate_Buildable_Bacta_Tank,
UC_Pirate_Buildable_Anti_Infantry_Turret,
Underworld,
UC_Underworld_Buildable_Bacta_Tank,
UC_Underworld_Buildable_Mass_Driver_Turret,
League,
UC_League_Buildable_Mass_Driver_Turret,
UC_League_Buildable_Bacta_Tank
</Tactical_Buildable_Objects_Multiplayer>
</GroundBuildable>


And here's from SpaceBuildablesSkirmish:

Spoiler:

<SpaceBuildable Name="Defense_Satellite_Laser_Pad">
<Behavior> SPACE_OBSTACLE, TACTICAL_BUILD_OBJECTS, REVEAL, HIDE_WHEN_FOGGED, CAPTURE_POINT </Behavior>

<Tactical_Buildable_Objects_Multiplayer>
Empire,
UC_Empire_Defense_Satellite_Laser,
UC_Empire_Defense_Satellite_Missile,
UC_Empire_Defense_Satellite_Repair,
Rebel,
UC_Rebel_Defense_Satellite_Laser,
UC_Rebel_Defense_Satellite_Missile,
UC_Rebel_Defense_Satellite_Repair,
Underworld,
UC_Underworld_Defense_Satellite_Plasma,
UC_Underworld_Defense_Satellite_DBM,
UC_Underworld_Defense_Satellite_Sensor,
League,
UC_League_Defense_Satellite_Lightning,
UC_League_Defense_Satellite_Super,
UC_League_Defense_Satellite_Black
</Tactical_Buildable_Objects_Multiplayer>

<Tactical_Buildable_Objects_Campaign>
Empire,
UC_Empire_Defense_Satellite_Laser,
UC_Empire_Defense_Satellite_Missile,
UC_Empire_Defense_Satellite_Repair,
Rebel,
UC_Rebel_Defense_Satellite_Laser,
UC_Rebel_Defense_Satellite_Missile,
UC_Rebel_Defense_Satellite_Repair,
Underworld,
UC_Underworld_Defense_Satellite_Plasma,
UC_Underworld_Defense_Satellite_DBM,
UC_Underworld_Defense_Satellite_Sensor,
League,
UC_League_Defense_Satellite_Lightning,
UC_League_Defense_Satellite_Super,
UC_League_Defense_Satellite_Black
</Tactical_Buildable_Objects_Campaign>

<Text_ID> TEXT_ORBITAL_DEFENSE_SATELLITE </Text_ID>
<Space_Model_Name>NV_LDS_pad.ALO</Space_Model_Name>
<Icon_Name>i_button_lds.tga</Icon_Name>
<GUI_Row> 0 </GUI_Row>
<Is_Dummy>Yes</Is_Dummy>
<Select_Box_Scale>330</Select_Box_Scale>
<Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust>
<Affiliation>Neutral, Rebel, Empire, Underworld, League</Affiliation>
<Size_Value>30</Size_Value>
<Tactical_Health>1200</Tactical_Health>

<Space_FOW_Reveal_Range>200.0</Space_FOW_Reveal_Range>

<GUI_Model_Name>NV_LDS_pad.ALO</GUI_Model_Name>
<GUI_Distance>1000</GUI_Distance>
<GUI_Offset>0 0 0</GUI_Offset>
<GUI_Velocity>45</GUI_Velocity>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<Death_SFXEvent_Start_Die>Unit_Generic_Building_De ath_SFX</Death_SFXEvent_Start_Die>
<CategoryMask> Structure </CategoryMask>
<Armor_Type> Armor_Satellite </Armor_Type>
<GUI_Bracket_Size>2</GUI_Bracket_Size>

<Capture_Point_Radius>350</Capture_Point_Radius>
<Influences_Capture_Point>False</Influences_Capture_Point>
<Capture_Point_Transition_Time_Seconds>8.0</Capture_Point_Transition_Time_Seconds>
<Visible_To_Enemies_When_Empty>True</Visible_To_Enemies_When_Empty>
<Hides_When_Built_On>True</Hides_When_Built_On>
<Destroy_When_Child_Dies>True</Destroy_When_Child_Dies>

<Loop_Idle_Anim_00> No </Loop_Idle_Anim_00>
<Collidable_By_Projectile_Living> No </Collidable_By_Projectile_Living>
<Is_Visible_On_Radar>True</Is_Visible_On_Radar>
<Radar_Icon_Size>0.075 0.075</Radar_Icon_Size>
<Select_Box_Scale> 50 </Select_Box_Scale>
<Scale_Factor> 1.0 </Scale_Factor>
<Victory_Relevant> No </Victory_Relevant>
<Custom_Soft_Footprint_Radius> 100 </Custom_Soft_Footprint_Radius>
<Space_Obstacle_Offset> 0 0 0 </Space_Obstacle_Offset>
<Space_Layer> StaticObject </Space_Layer>
<Has_Space_Evaluator>True</Has_Space_Evaluator>

<Tactical_Respawn_Time_In_Secs>45</Tactical_Respawn_Time_In_Secs>

<Encyclopedia_Text> MP_TEXT_ENCYCLOPEDIA_DEFENSE_SAT_PAD_EMPTY_00 TEXT_TOOLTIP_UNIT_CAPTUREABLE_STRUCTURE </Encyclopedia_Text>
<MP_Encyclopedia_Text> MP_TEXT_ENCYCLOPEDIA_DEFENSE_SAT_PAD_EMPTY_00 TEXT_TOOLTIP_UNIT_CAPTUREABLE_STRUCTURE </MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_S TRUCTURE</Encyclopedia_Unit_Class>

<Last_State_Visible_Under_FOW> True </Last_State_Visible_Under_FOW>
<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
<Victory_Relevant>No</Victory_Relevant>
</SpaceBuildable>


So try adding entries to those sections, then it should work.

Ok thx I'll try that :)





Quote:

Originally Posted by Sidious Invader (Post 4122967)
The only thing I could not get to work with a new faction is Sandbox files, or story scripting mode.


Can't add the tag <Newfaction_Story_Name>. But there are ways around it.

Okay if this doesn't work I'll better spawn my heroes at the beginning of the GC

revan986 January 8th, 2008 03:30 PM

Re: Faction problem
 
Quote:

Originally Posted by Sidious Invader (Post 4122967)
The only thing I could not get to work with a new faction is Sandbox files, or story scripting mode.


Can't add the tag <Newfaction_Story_Name>. But there are ways around it.

So can you use story events like the unit research in Phoenix Rising for new factions?


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