I dont see the issue yet but lets fix some things while we are at it.
Spaceunit
1.<Ship_Class>bomber</Ship_Class>
2.escort NO bomber Yes
3.<CategoryMask> Fighter | Bomber | AntiCapital</CategoryMask>
4.<Victory_Relevant>Yes</Victory_Relevant>
5.<Population_Value>0</Population_Value>
Squadron
1.<Is_Escort>No</Is_Escort>
2.<Unit_Ability>
<Type>SPOILER_LOCK</Type>
<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER, 3.0f</Mod_Multiplier>
<Mod_Multiplier>SHIELD_REGEN_MULTIPLIER, 3.0f</Mod_Multiplier>
<Mod_Multiplier>ENERGY_REGEN_MULTIPLIER, 3.0f</Mod_Multiplier>
<Mod_Multiplier>SPEED_MULTIPLIER, 1.75</Mod_Multiplier>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Select _D estroyer_Droid</SFXEvent_GUI_Unit_Ability_Activated>
<SFXEvent_GUI_Unit_Ability_Deactivated>Unit_Sele ct _Destroyer_Droid</SFXEvent_GUI_Unit_Ability_Deactivated>
</Unit_Ability>
3.<Population_Value>1</Population_Value>the whole squadron uses 1 point for reinforcements
ON Unit abilities you can have one/both if you wish but make sure one/both are in the spaceunit,squadron,container
Do you already have the hardpoints and container made for this?
5266720
Re: Can you add more units to a mod?
emerson05
March 12th, 2010 07:31 PM
no its got the files but no container just got the hard points
5266725
Re: Can you add more units to a mod?
redtachi
March 12th, 2010 07:43 PM
lets see what happens if you make a container,try to copy the tie bomber container(containers.xml) rename it
"DroidBomber_Team"
and match up things that pertain to your hyena unit.dont forget to match unit abilities.
and replace the squadron offsets with the ones you have in your sqaudron section.
on your hardpoints make sure they are not destructable/targetable and make sure the do not have any health.make sure their fire restrictions are empty for now.
5266749
Re: Can you add more units to a mod?
emerson05
March 12th, 2010 08:25 PM
when i copy the tie bomber where do i put the xml back in its place just renamed right?
5266759
Re: Can you add more units to a mod?
redtachi
March 12th, 2010 08:49 PM
yea you can put it in the containers.xml or if you have a seperate xml file for the hyena I.E unit_space_hyena.xml somthing rather that has the spaceunit and the sqaudron you can insert below the squadron setup
ok running out of ideas hehe um dont think this will do much but on the torpedo hardpoint make a
<Fire_Bone_B>MuzzleB_00</Fire_Bone_B>
its ok for both fire bones to have the same muzzle.
and on your spaceunit i noticed that you have
<Targeting_Priority_Set>Capital</Targeting_Priority_Set> change it to
<Targeting_Priority_Set>Bomber</Targeting_Priority_Set>
if its in the container change it also.
Does anyone know of a better tutorial than this? I've followed it, as much as I could...the "drop and drag dds files" part of it didn't seem quite right. My map editor is still getting exceptions when I click on my new model.
5269173
Re: Can you add more units to a mod?
redtachi
March 15th, 2010 02:49 PM
that part about the drag and drop is i believe the icon making MTD Editing Tutorial - Everything EaW
the icon of a vehicle is used to show your unit picture when you select it.if you dont have a proper icon or incorrectly spelled it will show an M sign for missing.
im not sure about the map editor issue.
Ok just so im going to try to make myself very clear since im used to doing this often my explanations sometimes lack detail
Spoiler:
A GROUND UNIT (Requires)(change model name,^icon name, %text_id)
(Found in GroundInfantry.xml,GroundVehicles.xml,NamedHeroUni ts.xml)
exA<GroundInfantry Name="Clone_Trooper_P1"></GroundInfantry>usually for a soldier(for this guy i copied stormtrooper info and changed the land model name.
exA2<GroundInfantry Name="Squad_Clone_P1"></GroundInfantry>also required for the soldier(copy squad_stormtrooper,change the<Variant_Of_Existing_Type></Variant_Of_Existing_Type> to match the name Clone_Trooper_P1.
exB<GroundVehicle Name="AT_TE_Walker"></GroundVehicle>for a vehicle(copied/adjusted the at-at info.of course changed model name.
exC<HeroUnit Name="Jango_Fett"></HeroUnit>for a hero(copied boba fetts info,changed land model name)
the special thing about herounits also is this
<Attach_To_Flagship_During_Space_Battle>No</Attach_To_Flagship_During_Space_Battle>No Means you want him to Be in his own ship in space battles,YES means you want him to be riding the largest ship in battle as a passenger.
<Stay_In_Transport_During_Ground_Battle>No</Stay_In_Transport_During_Ground_Battle>
YES,hehe means you have no land model but dont want to look goofy.Just like Moff Tarkin.No means you want to control and fight with that hero in a ground battle.
--ALL units above require a Company---------found in GroundCompaniesEmpire.xml,rebel,underworld etc....Heroes are in the HeroCompanies.xml
exA<GroundCompany Name="Republic_ClonesP1_Squad"></GroundCompany> copied imperial stormtrooper squad also notice chang icon and text_id also to somewhat match you groundinfantry text_id,Icon
exB<GroundCompany Name="Republic_ATTE_Company"></GroundCompany>notice the infantry and vehicle use san groundcompany tag.on this one i copied the info of the at-at again and changed the icon,text_id,etc
exC<HeroCompany Name="Jango_Fett_Team"></HeroCompany>copied boba fetts etc. get the idea hopefully.
other important features to make sure your unit shows up in game is found in your company section,some things to look for are
+<Build_Tab_Land_Units>Yes</Build_Tab_Land_Units>(self explanatory you want to click to build)
+<Tech_Level>1</Tech_Level>(what tech level to show up at)
+<Required_Special_Structures>E_Ground_Barracks</Required_Special_Structures>(make sure you have a working structure codded in before changing this)
+<Company_Transport_Unit>LAAT_Transport</Company_Transport_Unit>this is the ship that drops your unit off in battle and moves it in space.Make sure you have the transport coded in.
+<Company_Units>Squad_Clone_P1, Squad_Clone_P1, Squad_Clone_P1, Squad_Clone_P1 </Company_Units>these are you Ground units the more you put in here the larger your group will be.
----Containers--------Containers.xml the only reason for a container is if you want your units to stay together and move as one,the most common example is the stormtroopers notice in the stormtroopers groundinfantry -Squad stormtrooper it says
<Create_Team>Yes</Create_Team>
and also in the GroundCompany-Imperial stormtroopers it has
<Create_Team_Type> Clonep1_Team </Create_Team_Type> this tells the company to find the container
plus another cool thing is in your company portion is
<Max_Squad_Size> 9 </Max_Squad_Size> this tells the size of your squads so if you put 18 stormtrooper in you <company_Units>tag there will be two squads when they land.
ok now onto the actual container
<Container Name="Clonep1_Team"></Container>pretty self expanatory dont chang much here i just recommend to change only the iconname and the text_id.bcuz all this tells your troops to stay in formation.oh if you unit ability is different make it match here too.Empasis matching container name to creat_team_type see how both say same Clonep1_Team.
---Hero spawning in GC------
you will need to use files that are Story_sandbox_##_empire.xml or rebel/underworld also you will need for the AI side STORY_EMPIRE_AI_HEROES_EXP.XML depends on affiliation for a new faction this can get tricky.im keepin this simple for now.take one of the other heroes in this file and just copy,paste in the same file then just do some tweaking this is also described in the story tutorial you get when you downloaded your mapeditor i believe
<Event Name="Spawn_Jango"> name of event you want to happen
<Event_Type>STORY_TRIGGER</Event_Type> this says to happen in story using the triggers below this
<Reward_Type>SPAWN_HERO</Reward_Type> you want you hero to respond if you want to remove then put REMOVE_UNIT
<Reward_Param1>Jango_Fett_Team</Reward_Param1>Make sure to match your herocompany name
<Reward_Param2>Hoth</Reward_Param2>planet you want him to spawn at.
<Prereq>Rebels_Enter_Tech_01</Prereq> this is the trigger i meant sortof for beginners just recommend changing to number only 1-5 i think rebels is 1-4
</Event>
SPACEUNITS(SpaceUnitsFighter.xml,SpaceUnitsCorvett es.xml,SpaceUnitsFrigates.xml,SpaceUnitsCapitals.x ml,UniqueUnits.xml)
the nice thing about these is they all use the <SpaceUnit>tag except the UniqueUnits.
Since you should know by now that you need a Unit,a Company,somtimes a Container. first ill explain the
--fighter--
exD<SpaceUnit Name="V-19"></SpaceUnit>fighters recommend to use a tie fighter or xwing base,again change model name,icon,text_id
exD<Squadron Name="Republic_V19_Squadron"></Squadron>Its just like a company but for spacefighter found in Squadrons.xml
exD<Container Name="V19_Team"></Container>most of the time you only need this for bombers but use this basis just like the stormtrooper recommend y-wing or tie_bomber containers for a base.
now on space squadrons and space containers they also have a squadron offset numbers basically it makes your squadron formation,i dont have too much experience personalizing this portion if i have 5 fighters i use the xwings offset if i have 7 i use the tiefighters and so forth.
--corvettes--SpaceUnitsCorvettes.xml
exE<SpaceUnit Name="Republic_Corvette"></SpaceUnit>easy thing about corvettes and up is they do not need a company or squadron the build info is in the spaceunits check out the tartan cruiser.but most corvettes will need hardpoints which im not going to explain bcuz of the plethora of hardpoint tutorials.
--Frigates--SpaceUnitsFrigates.xml
exE<SpaceUnit Name="Acclamator_MK2"></SpaceUnit>these also no need for a company.but some extra to explain some frigates spawn fighters if you want to have this feature you will need
in your spacebehavior section SPAWN_SQUADRON
also you will need a hardpoint for a fighter bay
now for your squadrons to spawn
exE<Starting_Spawned_Units_Tech_0>Republic_V19_Squ adron, #</Starting_Spawned_Units_Tech_0>
to make your squadron spawn use a squadron you already have like im using the v19squadron notice the name matches its squadron name.,starting spawn means it will spawn the fighters at the start of battle,plus you can choose the number of fighters spawned also with the number.replace the # with an actual number.also notice the portion of the tag
TECH_0 hehe dont get into that until some practice but it basically spawns your squadron at that specific tech level
<Reserve_Spawned_Units_Tech_0>Republic_V19_Squadro n, 2</Reserve_Spawned_Units_Tech_0>
these are you reserve fighters they will not spawn until you lose one of your starting sqaudrons of the same name.
exE most larger models from frigates to capitals have death clones
which basically are different models that look like the original except these go Boom and fall.
they are seperate spaceunit codes but are linked to the original by something like this
<Death_Clone>Damage_Normal, AcclamatorMK2_Death_Clone</Death_Clone>
then the death clone will be a spaceunit like i said,use the acclamators or star destroyers deathclones as examples of what i mean.
---SpaceUnitCapitals.xml----
these are basically just like the frigates but with more hardpoints the also can have squadrons exactly like the frigates.
and these also have death clones.
---UniqueUnits-----UniqueUnits.xml
these are basically vehicles and ships our heroes use and yes they can be a land vehicle like veers ATAT, a fighter like hans Falcon,corvette like Captain antilles,and a capital like darth vaders.
now this can get tricky depending on how you hero is. like is he a Landhero like the Veers, is he a spacehero like Admiral thrawn or is he both like vader and boba fett?
LANDHERO
Veers is not a person unit right hes inside the AtAt well kinda
<UniqueUnit Name="Veers_AT_AT_Walker"></UniqueUnit>basically all they did was copied an atats info to here renamed it gave it veers icon and text ID and made it stronger added a unit ability heh the model is exactly the same also as an atat.
now how did they get that in game since his heroUnit(namedHeroeUnits.xml) doesnt have a land model?
well they added this to his herounit <Unique_Ground_Unit>Veers_AT_AT_Walker</Unique_Ground_Unit>
which tells the game whenever he is on land he uses this unique unit.
then in His Herocompany(Herocompanies.xml)
they use for his company unit his herounit name general_veers
and for his company Transport an AT-AT Barge.
To spawn him ingame in GC(Story_Sandbox_empire.xml) they use his hero company name.
SPACEHERO
space hero is like admiral thrawn(Unit_Hero_Empire_Thrawn.xml)
his uniqueunit is a copied over Stardestroyer but they did change the model and hardpoints and icon,text_Id
the thing about thrawns ship and pietts,antilles,ackbars since the are space they dont need a company.
to spawn them ingame in GC(story_Sandbox_Empire.xml)
is in there instead of SPAWN_HERO you would put UNIQUE_UNIT and the name of their UniqueUnit in the param1
<Event Name="Spawn_Thrawn">
<Event_Type>STORY_TRIGGER</Event_Type>
<Reward_Type>UNIQUE_UNIT</Reward_Type>
<Reward_Param1>Admonitor_Star_Destroyer</Reward_Param1>
<Reward_Param2>Coruscant</Reward_Param2>
<Prereq>Empire_Enters_Tech_05</Prereq>
</Event>
BOBAFETT/HANSOLO LAND/SPACEHERO easy version
their unique ships are customized and belongs only to them.
there is something different for these they have landing versions also
also notice int theirUniqueUnits.xml ships Behavior tag TRANSPORT
because this ship literally transports your heroes you need this tag if you want a landing version of the same ship.
now if you look more into the slave1 code you will see something like this
<Landing_Transport_Variant>Slave_I_Landing</Landing_Transport_Variant> this basically tells the game that when boba lands he uses the Slave_I_Landing and not the SLAVE_I.let me explain the slave one landing is a different ships its a land model if you check below his deathclone you will see another unique unit with the Slave_I_Landing name.same goes for the falcon.
recommend these for your land/space hero ships to copy off of.
then take a look at their herocompanies.xml with fett see for his company_transport he has the UniqueUnit Slave_I as his transport.dont forget if you do it this way the uniqueunit has to have TRANSPORT in its Behavior.
VADER(NamedHeroUnits.xml,Unit_Space_Empire_Executo r.xml)
Vaders is goofy in EAW he had a tie_fighter if you want to look that up its still in the UniqueUnits.xml,Squadron.xml,Containers.xml
but we are going to do his FOC(NamedHeroUnits.xml)
in vaders <HeroUnit Name="Darth_Vader_Expansion">
he has a <Unique_Space_Unit>Executor_Super_Star_Destroyer </Unique_Space_Unit>
so its a uniqueunit but for space not land
If you Look in the Unit_Space_Empire_Executor.xml
you will see 2 uniqueunits
the one we look at is the
<UniqueUnit Name="Executor_Super_Star_Destroyer">
it has no transport in its behavior
it has for its landing variation
<Landing_Transport_Variant>Shuttle_Tyderium_Landin g</Landing_Transport_Variant>
which is understandable not many see a super stardestroyer come into orbit....not many
now the shuttle tyderium is a transport, ill go over those later.
now the funny thing is vaders herocompany is in the same file and the executor
now look at this
<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units> so they didnt make vader spawn like the others you have to pay
<Company_Transport_Unit>Shuttle_Tyderium</Company_Transport_Unit>ok just remeber in his herounit he has that Unique tag for his space,
<Company_Units>Darth_Vader_Expansion</Company_Units>they decide to make a different version of vader his original is Darth_Team or something rather thats in the HeroCompanies.xml
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