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Modding Question Thread

This is a discussion on Modding Question Thread within the SW:EaW Modding, Mapping and Editing forums, part of the Star Wars: Empire At War category; I recently finished making a map and want to play it. My problem is I don't know where to save ...

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  #11  
Old November 21st, 2008
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icon_question Where do I save my maps so I can play them?

I recently finished making a map and want to play it.
My problem is I don't know where to save it! I tried
directly into the game directory, in the gamedata folder,
and still can't figure it out! Can somebody please help me?
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  #12  
Old November 21st, 2008
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Default Re: Modding Question Thread

thepatriot - did you remember to re-name the new unit?

Phillip - it has to be (I think) in gamedata/art/maps (for EaW) or data/art/maps (for FoC)
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  #13  
Old November 22nd, 2008
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Default Re: Modding Question Thread

yes i renamed it,maybe other parameters
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  #14  
Old November 22nd, 2008
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Default Re: Modding Question Thread

@thepatriot-
what unit are u trying too copy? and can i see your code for said unit, that would help us alot if u show us the code

@philip-
the directory ot foc is: data/custom maps, for eaw idk...
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  #15  
Old November 22nd, 2008
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Default Re: Modding Question Thread

@thepatriot- is this a land unit? if so did you copy all of the unit's xml from Groundinfantry.xml; Groundcompaniesempire(or Groundcompaniesrebel depends on faction); and Containers.xml and then edit all three.

@Phillip - for multiplayer maps you have to place the map file in the CustomMaps folder found under the data folder (directory should look similar to this C:\Program Files\LucasArts\Star Wars Empire at War Forces of Corruption\Data\CustomMaps), if there isn't a CustomMaps folder then create one.
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Old November 22nd, 2008
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Default

I don't have FoC, just ordinary EAW just so you know.
I'm searching my hard drive now looking for the folder...

LoL, I found it! Thanks guys!

What happened:
I usually save my maps to a flash drive to protect them from my little
brother's itchy "delete big brother's maps" finger, then copy it to the
game directory from the flash drive. But it turns out you can't see the
CustomMaps folder from anywhere except the map editor, so I opened
the map from the flash drive and re-saved it to the CustomMaps folder.

Now I can get along with testing it...

~Dont forget we have a Edit button!~
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Last edited by Admiral Antilles; November 22nd, 2008 at 12:00 PM.. Reason: Merged.
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  #17  
Old November 23rd, 2008
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Default Re: Modding Question Thread

You can add me to the list too. I'm always glad to help other people.
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  #18  
Old November 23rd, 2008
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Default Re: Modding Question Thread

yes, it's a land unit, i modified sbd to simulate magnetic armour(reflect some shots). I solved it creating a new xml file.
thx for help
now i've another problem:i'd like to add hard points to an aat(droid tank) but it doesn't fire !!
i used a modified hard point from the gargantua, but it isn't shown. (no point like on ships)
plz help me
i can't find any guide on that
this is hard point code



<!--AAT TANK-->


<HardPoint Name="HP_AAT_Tank_maincannon">
<Type> HARD_POINT_WEAPON_LASER </Type>
<Is_Targetable>Yes</Is_Targetable>
<Is_Destroyable>Yes</Is_Destroyable>
<Tooltip_Text>TEXT_WEAPON_TURBOLASER</Tooltip_Text>
<Health>400.0</Health>

<Death_Explosion_Particles> Small_Explosion_Land </Death_Explosion_Particles>
<Death_Explosion_SFXEvent> Unit_Hardpoint_Laser_Death </Death_Explosion_SFXEvent>

<Model_To_Attach>HP_turret_front_00.alo</Model_To_Attach><---temporary gargantua turret
<Collision_Mesh>HP_turret_front_00_COL</Collision_Mesh>
<Damage_Decal>HP_turret_front_00_BLAST</Damage_Decal>
<Damage_Particles>HP_turret_front_00_EMITDAMAGE</Damage_Particles>
<Attachment_Bone>BARREL_00</Attachment_Bone>


<Fire_Bone_A>MUZZLEA_00</Fire_Bone_A>
<Fire_Bone_B></Fire_Bone_B>
<Randomize_Between_Fire_Bones> No </Randomize_Between_Fire_Bones>
<Fire_Cone_Width>10.0</Fire_Cone_Width>
<Fire_Cone_Height>10.0</Fire_Cone_Height>
<Allow_Opportunity_Fire_When_Targeting>True</Allow_Opportunity_Fire_When_Targeting>


<Is_Turret> Yes </Is_Turret> <---i tried adding turret but no way
<Turret_Rest_Angle> 0.0, 0.0, 0.0 </Turret_Rest_Angle>
<Turret_Rotation_Offset> 0.0, 0.0, 0.0 </Turret_Rotation_Offset>
<Turret_Rotate_Speed> 5.0 </Turret_Rotate_Speed>
<Turret_Rotate_Extent_Degrees> 360.0 </Turret_Rotate_Extent_Degrees>
<Turret_Elevate_Extent_Degrees> 360.0 </Turret_Elevate_Extent_Degrees>
<Turret_Bone_Name> BARREL_00 </Turret_Bone_Name>
<Barrel_Bone_Name> BARREL_00 </Barrel_Bone_Name>







<Fire_Projectile_Type>Proj_Ground_Laser_Cannon_Red _AAT</Fire_Projectile_Type>
<Fire_Min_Recharge_Seconds>4</Fire_Min_Recharge_Seconds>
<Fire_Max_Recharge_Seconds>5</Fire_Max_Recharge_Seconds>
<Fire_Pulse_Count>4</Fire_Pulse_Count>
<Fire_Pulse_Delay_Seconds>0.35</Fire_Pulse_Delay_Seconds>
<Fire_SFXEvent>Unit_Turbo_Tower_Fire</Fire_SFXEvent>

<Fire_Inaccuracy_Distance> Infantry, 20.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Vehicle, 0.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Air, 70.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Structure, 1.0 </Fire_Inaccuracy_Distance>
</HardPoint>
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  #19  
Old November 23rd, 2008
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Default Re: Modding Question Thread

Quote:
Originally Posted by thepatriot87 View Post

<Model_To_Attach>HP_turret_front_00.alo</Model_To_Attach><---temporary gargantua turret
Uhm, does the AAT model exist without any...attachable hardpoints? Because you can't add a breakoff hardpoint meant for an other model to a model that has no breakoff hardpoints.
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  #20  
Old November 23rd, 2008
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Default Re: Modding Question Thread

You need to use the ALO viewer to look at the AAT's bones, once you find the bone you want to use place the name of bone in the hardpoint coding(for an example say the bone name was MUZZLEB_00). The following would just be an example based off the code you presented, the words in red are the bone name so you would replace that with the bone of your choice. Orange words=emmit damage particle things, you could either just use what the other AAT hps use or look for the actual ones via the ALO viewer.

Code:
 
<HardPoint Name="HP_AAT_Tank_maincannon">
      <Type> HARD_POINT_WEAPON_LASER </Type>
      <Is_Targetable>Yes</Is_Targetable>
      <Is_Destroyable>Yes</Is_Destroyable>
      <Tooltip_Text>TEXT_WEAPON_TURBOLASER</Tooltip_Text>
      <Health>400.0</Health>
 
     <Death_Explosion_Particles>Small_Explosion_Land</Death_Explosion_Particles>
     <Death_Explosion_SFXEvent>Unit_Hardpoint_Laser_Death</Death_Explosion_SFXEvent>
 
     <Collision_Mesh>MUZZLEB_00</Collision_Mesh>
     <Damage_Decal>*would need to find what goes with bone*</Damage_Decal>
    <Damage_Particles>*would need to find what goes with bone*</Damage_Particles>
     <Attachment_Bone>MUZZLEB_00</Attachment_Bone>
 
 
     <Fire_Bone_A>MUZZLEB_00</Fire_Bone_A>
     <Fire_Bone_B>MUZZLEB_00</Fire_Bone_B>
     <Fire_Cone_Width>10.0</Fire_Cone_Width>
     <Fire_Cone_Height>10.0</Fire_Cone_Height>
    <Allow_Opportunity_Fire_When_Targeting>True</Allow_Opportunity_Fire_When_Targeting>
 
 
    <Fire_Projectile_Type>Proj_Ground_Laser_Cannon_Red_AAT</Fire_Projectile_Type>
    <Fire_Min_Recharge_Seconds>4</Fire_Min_Recharge_Seconds>
    <Fire_Max_Recharge_Seconds>5</Fire_Max_Recharge_Seconds>
    <Fire_Pulse_Count>4</Fire_Pulse_Count>
    <Fire_Pulse_Delay_Seconds>0.35</Fire_Pulse_Delay_Seconds>
    <Fire_SFXEvent>Unit_Turbo_Tower_Fire</Fire_SFXEvent>
 
    <Fire_Inaccuracy_Distance> Infantry, 20.0 </Fire_Inaccuracy_Distance>
    <Fire_Inaccuracy_Distance> Vehicle, 0.0 </Fire_Inaccuracy_Distance>
     <Fire_Inaccuracy_Distance> Air, 70.0 </Fire_Inaccuracy_Distance>
     <Fire_Inaccuracy_Distance> Structure, 1.0 </Fire_Inaccuracy_Distance>
</HardPoint>
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