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Can you add more units to a mod? Hello to all Well i was just wondering if its possible to add more units to a mod? The mod in question was z3r0x 3.5 mod. Now i really like this mod but was wondering if its possible to add more units the majority space and a few ground. If so what do i have to do? I would really appreciate the help thanks (NOTE: THIS WOULD BE DONE FOR MY PERSONAL USE ONLY AND I DO NOT PLAN TO RE DISTRIBUTE THE MODIFIED MOD IN ANY WAY SHAPE OR FORM!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!) |
Re: Can you add more units to a mod? yes you can. http://forums.filefront.com/sw-eaw-m...o-eaw-foc.html FOC XMLs Download, Star Wars: Empire at War Tools when you get farther into it let us know in detail exactly what you want to add. |
Re: Can you add more units to a mod? Thank you for the info, and i will keep u posted |
Re: Can you add more units to a mod? ok here are the models that i would like to add to the mod Underworld: CIS missile frigate CIS hyena bomber mandolorian gauntlet pirate speeder #2 Rebels: bothan heavy capital ship twin tail fighter sha shore frigate praetorian frigate Empire: ardent frigate tie neutralizer |
Re: Can you add more units to a mod? how are you doing,hit any issues yet?Btw you have some of warb_nulls models which are nice since he usually makes a code for them when he releases them. |
Re: Can you add more units to a mod? got the game to read them but, i cant seem to get my units to attack or let alone get destroyed by the enemy. am i missing some code if so let me know thanks |
Re: Can you add more units to a mod? lets start off with one at a time which one are you having issues with the most.the reason i ask is you have different categories of ships you putting in like fighters usually have a squadron/sometimes a container. the corvettes and up usually use hardpoints and dont need a company/squadron.i dont know if i made sense hehehe. -make sure they have tactical correct.if they have hardpoints that are destroyable that the harpoints have health also. -make sure they have a projectile listed explain one for example |
Re: Can you add more units to a mod? sorry if i am inconsistent as i am new to this. to start i got the hyena bomber in its in the game but it does not engage the enemy or get destroyed. now most of the units that im adding are frigates some fighters and 1 ground unit. the other ship i added was the derriphan frigate put everything in its corresponding folder but it wont show up in the space build bar im looking for any mistakes i know i made lol |
Re: Can you add more units to a mod? lets start off with you hyena bomber if you can copy and paste your hyenas spaceunit code,squadron code,and if you have it the hyenas container code.so that i can see in detail what you got. |
Re: Can you add more units to a mod? <?xml version="1.0"?> <Hyena_Data> <SpaceUnit Name="Hyena_DroidBomber"> <Text_ID>TEXT_UNIT_HYENA</Text_ID> <Encyclopedia_Text>TEXT_TOOLTIP_HYENA</Encyclopedia_Text> <Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_BOMBER </Encyclopedia_Unit_Class> <Encyclopedia_Good_Against> Calamari_Cruiser Vengeance_Frigate Nebulon_B_Frigate </Encyclopedia_Good_Against> <Encyclopedia_Vulnerable_To> Corellian_Corvette X-wing Starviper_Fighter </Encyclopedia_Vulnerable_To> <Space_Model_Name>Cis_Hyena.ALO</Space_Model_Name> <Scale_Factor>0.2</Scale_Factor> <Select_Box_Scale>70</Select_Box_Scale> <Select_Box_Z_Adjust>-1</Select_Box_Z_Adjust> <Mouse_Collide_Override_Sphere_Radius> 50.0 </Mouse_Collide_Override_Sphere_Radius> <Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust> <Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier> <Mass>0.985</Mass> <Max_Speed>3.5</Max_Speed> <Min_Speed>2.5</Min_Speed> <Max_Rate_Of_Turn>1.3</Max_Rate_Of_Turn> <Max_Lift>3</Max_Lift> <Max_Thrust>1.0</Max_Thrust> <Max_Rate_Of_Roll>3.0</Max_Rate_Of_Roll> <Bank_Turn_Angle>30</Bank_Turn_Angle> <Hyperspace>Yes</Hyperspace> <Hyperspace_Speed>1</Hyperspace_Speed> <Begin_Turn_Towards_Distance>200.0</Begin_Turn_Towards_Distance> <Fires_Forward>no</Fires_Forward> <Turret_Rotate_Extent_Degrees>20</Turret_Rotate_Extent_Degrees> <Turret_Elevate_Extent_Degrees>40</Turret_Elevate_Extent_Degrees> <Affiliation>Underworld</Affiliation> <Required_Ground_Base_Level>0</Required_Ground_Base_Level> <Required_Star_Base_Level>1</Required_Star_Base_Level> <Shield_Points>0</Shield_Points> <Tactical_Health>20</Tactical_Health> <Shield_Refresh_Rate>0</Shield_Refresh_Rate> <Energy_Capacity>500</Energy_Capacity> <Energy_Refresh_Rate>300</Energy_Refresh_Rate> <Ship_Class>Fighter</Ship_Class> <Armor_Type> Armor_Bomber </Armor_Type> <Shield_Armor_Type>Shield_Fighter</Shield_Armor_Type> <Formation_Priority>2</Formation_Priority> <Is_Escort>yes</Is_Escort> <Is_Bomber>yes</Is_Bomber> <Political_Control>0</Political_Control> <Squadron_Capacity>0</Squadron_Capacity> <Number_per_Squadron>6</Number_per_Squadron> <Build_Cost_Credits>30</Build_Cost_Credits> <Build_Time_Seconds>5</Build_Time_Seconds> <Size_Value>8</Size_Value> <SpaceBehavior> HUNT, ABILITY_COUNTDOWN, FIGHTER_LOCOMOTOR, SELECTABLE, TARGETING, WEAPON, POWERED, HIDE_WHEN_FOGGED, AMBIENT_SFX, DAMAGE_TRACKING, NEBULA, ION_CANNON_SHOT </SpaceBehavior> <Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living> <HardPoints> HP_Cis_Hyena_Laser_01, HP_Cis_Hyena_Laser_02, HP_Cis_Hyena_Torpedo_00 </HardPoints> <Land_Bomber_Type>DroidBomber_Bombing_Run</Land_Bomber_Type> <Land_FOW_Reveal_Range>160.0</Land_FOW_Reveal_Range> <Space_FOW_Reveal_Range>600.0</Space_FOW_Reveal_Range> <Targeting_Max_Attack_Distance>500.0</Targeting_Max_Attack_Distance> <Death_Explosions>Small_Explosion_Space_Empire</Death_Explosions> <Death_SFXEvent_Start_Die>Unit_TIE_Fighter_Death_S FX</Death_SFXEvent_Start_Die> <Asteroid_Damage_Hit_Particles>Small_Damage_Spac e</Asteroid_Damage_Hit_Particles> <SFXEvent_Fire> Unit_TIE_Fighter_Fire </SFXEvent_Fire> <SFXEvent_Select> Unit_Select_TIE_Fighter </SFXEvent_Select> <SFXEvent_Move> Unit_Move_TIE_Fighter </SFXEvent_Move> <SFXEvent_Fleet_Move>Unit_Fleet_Move_TIE_Fighter </SFXEvent_Fleet_Move> <SFXEvent_Attack> Unit_Attack_TIE_Fighter </SFXEvent_Attack> <SFXEvent_Guard> Unit_Guard_TIE_Fighter </SFXEvent_Guard> <SFXEvent_Move_Into_Asteroid_Field> Unit_Asteroids_TIE_Fighter </SFXEvent_Move_Into_Asteroid_Field> <SFXEvent_Move_Into_Nebula> Unit_Nebula_TIE_Fighter </SFXEvent_Move_Into_Nebula> <SFXEvent_Health_Low_Warning> Unit_Health_Low_TIE_Fighter</SFXEvent_Health_Low_Warning> <SFXEvent_Health_Critical_Warning> Unit_Health_Critical_TIE_Fighter </SFXEvent_Health_Critical_Warning> <SFXEvent_Enemy_Damaged_Health_Low_Warning> Unit_Enemy_Health_Low_Tie_Fighter </SFXEvent_Enemy_Damaged_Health_Low_Warning> <SFXEvent_Enemy_Damaged_Health_Critical_Warning> Unit_Enemy_Health_Critical_Tie_Fighter </SFXEvent_Enemy_Damaged_Health_Critical_Warning> <SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_LASER, Unit_HP_LASER_TIE_Fighter </SFXEvent_Attack_Hardpoint> <SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_TIE_Fighter </SFXEvent_Attack_Hardpoint> <SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_TIE_Fighter </SFXEvent_Attack_Hardpoint> <SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_TIE_Fighter </SFXEvent_Attack_Hardpoint> <SFXEvent_Attack_Hardpoint> HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_TIE_Fighter </SFXEvent_Attack_Hardpoint> <SFXEvent_Attack_Hardpoint> HARD_POINT_ENGINE, Unit_HP_ENGINES_TIE_Fighter </SFXEvent_Attack_Hardpoint> <SFXEvent_Attack_Hardpoint> HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_TIE_Fighter </SFXEvent_Attack_Hardpoint> <CategoryMask> Fighter | AntiFighter </CategoryMask> <Property_Flags> SmallShip </Property_Flags> <Icon_Name>I_BUTTON_HYENA.TGA</Icon_Name> <Victory_Relevant>no</Victory_Relevant> <Air_Vehicle_Turret_Target> Yes </Air_Vehicle_Turret_Target> <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar> <Custom_Footprint_Radius> 15.0 </Custom_Footprint_Radius> <MovementClass> Space </MovementClass> <FormationOrder>2</FormationOrder> <Out_Of_Combat_Defense_Adjustment>-1.0</Out_Of_Combat_Defense_Adjustment> <Minimum_Follow_Distance>50.0</Minimum_Follow_Distance> <Create_Team>Yes</Create_Team> <AI_Combat_Power>60</AI_Combat_Power> <Collision_Box_Modifier>2.0</Collision_Box_Modifier> <Targeting_Priority_Set>Capital</Targeting_Priority_Set> <Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold> <No_Colorization_Color> 75, 75, 75, 255 </No_Colorization_Color> <!-- ABILITIES --> <Unit_Abilities_Data SubObjectList="Yes"> <!-- PRIMARY ABILITY --> <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_Select _Destroyer_Droid</SFXEvent_GUI_Unit_Ability_Deactivated> </Unit_Ability> </Unit_Abilities_Data> <Spin_Away_On_Death>Yes</Spin_Away_On_Death> <Spin_Away_On_Death_Chance>0.4</Spin_Away_On_Death_Chance> <Spin_Away_On_Death_Time>2.0f</Spin_Away_On_Death_Time> <Spin_Away_On_Death_Explosion>Small_Explosion_Spac e_Empire</Spin_Away_On_Death_Explosion> <Spin_Away_On_Death_SFXEvent_Start_Die>Unit_TIE_Fi ghter_Spinning_By</Spin_Away_On_Death_SFXEvent_Start_Die> <Remove_Upon_Death>true</Remove_Upon_Death> <Strafe_Distance>500.0</Strafe_Distance> <Damage>5</Damage> <Population_Value>1</Population_Value> </SpaceUnit> <Squadron Name="Hyena_DroidBomber_Squadron"> <Text_ID>TEXT_UNIT_HYENA</Text_ID> <Encyclopedia_Good_Against> Calamari_Cruiser Vengeance_Frigate Nebulon_B_Frigate </Encyclopedia_Good_Against> <Encyclopedia_Vulnerable_To> Corellian_Corvette X-wing Starviper_Fighter </Encyclopedia_Vulnerable_To> <GUI_Row> 0 </GUI_Row> <Is_Dummy>Yes</Is_Dummy> <Formation_Priority>1</Formation_Priority> <Is_Escort>Yes</Is_Escort> <Is_Bomber>yes</Is_Bomber> <Autoresolve_Health>300</Autoresolve_Health> <Damage>25</Damage> <Affiliation>Underworld</Affiliation> <Political_Control>0</Political_Control> <Build_Cost_Credits>180</Build_Cost_Credits> <Build_Time_Seconds>15</Build_Time_Seconds> <Build_Tab_Space_Units>Yes</Build_Tab_Space_Units> <Tech_Level>0</Tech_Level> <Required_Timeline/> <Required_Star_Base_Level>1</Required_Star_Base_Level> <Required_Special_Structures></Required_Special_Structures> <Required_Planets>Hypori</Required_Planets> <Behavior>DUMMY_SPACE_FIGHTER_SQUADRON</Behavior> <Squadron_Units>Hyena_DroidBomber, Hyena_DroidBomber</Squadron_Units> <Squadron_Units>Hyena_DroidBomber, Hyena_DroidBomber</Squadron_Units> <Squadron_Units>Hyena_DroidBomber, Hyena_DroidBomber</Squadron_Units> <Squadron_Offsets>-30.0,0.0,0.0</Squadron_Offsets> <Squadron_Offsets>30.0,0.0,0.0</Squadron_Offsets> <Squadron_Offsets>0.0,15.0,0.0</Squadron_Offsets> <Squadron_Offsets>0.0,-15.0,0.0</Squadron_Offsets> <Squadron_Offsets>-30.0,30.0,0.0</Squadron_Offsets> <Squadron_Offsets>-30.0,-30.0,0.0</Squadron_Offsets> <Icon_Name>I_BUTTON_HYENA.TGA</Icon_Name> <Create_Team_Type> DroidBomber_Team </Create_Team_Type> <GUI_Model_Name>Cis_Hyena.ALO</GUI_Model_Name> <GUI_Distance>95</GUI_Distance> <GUI_Offset>0 0 0</GUI_Offset> <GUI_Velocity>45</GUI_Velocity> <SFXEvent_Build_Started>UHD_Build_Vehicle</SFXEvent_Build_Started> <SFXEvent_Build_Cancelled>UHD_Unit_Canceled</SFXEvent_Build_Cancelled> <SFXEvent_Build_Complete>Unit_Complete_KUS_Vulture </SFXEvent_Build_Complete> <FormationOrder>2</FormationOrder> <Squadron_Formation_Error_Tolerance>25.0</Squadron_Formation_Error_Tolerance> <Guard_Chase_Range>1000.0</Guard_Chase_Range> <Idle_Chase_Range>200.0</Idle_Chase_Range> <Attack_Move_Response_Range>300.0</Attack_Move_Response_Range> <Property_Flags> SmallShip </Property_Flags> <Autonomous_Move_Extension_Vs_Attacker>500.0</Autonomous_Move_Extension_Vs_Attacker> <Unit_Abilities_Data SubObjectList="Yes"> <!-- Primary ability --> <Unit_Ability> <Type>HUNT</Type> </Unit_Ability> </Unit_Abilities_Data> <Encyclopedia_Text>TEXT_TOOLTIP_HYENA</Encyclopedia_Text> <Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_BOMBER </Encyclopedia_Unit_Class> <!--<MULTIPLAYER SKIRMISH VALUES BEGIN>--> <Tactical_Build_Cost_Multiplayer>180</Tactical_Build_Cost_Multiplayer> <Tactical_Build_Time_Seconds>15</Tactical_Build_Time_Seconds> <Tactical_Build_Prerequisites/> <Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue> <!--<Build_Limit_Current_Per_Player>0</Build_Limit_Current_Per_Player>--> <!--<Build_Limit_Lifetime_Per_Player>0</Build_Limit_Lifetime_Per_Player>--> <!--<MULTIPLAYER SKIRMISH VALUES END>--> <Population_Value>0</Population_Value> <Score_Cost_Credits> 600</Score_Cost_Credits> </Squadron> </Hyena_Data> |
Re: Can you add more units to a mod? 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? |
Re: Can you add more units to a mod? no its got the files but no container just got the hard points |
Re: Can you add more units to a mod? 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. |
Re: Can you add more units to a mod? when i copy the tie bomber where do i put the xml back in its place just renamed right? |
Re: Can you add more units to a mod? 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 |
Re: Can you add more units to a mod? dudes i still don't get how to add them |
Re: Can you add more units to a mod? <?xml version="1.0"?> <HardPoints> <!-- Cis_Heyna DroidBomber Hardpoints --> <HardPoint Name="HP_Cis_Hyena_Laser_01"> <Type> HARD_POINT_WEAPON_LASER </Type> <Is_Targetable>No</Is_Targetable> <Is_Destroyable>No</Is_Destroyable> <Fire_Bone_A>MuzzleA_00</Fire_Bone_A> <Fire_Bone_B>MuzzleA_01</Fire_Bone_B> <Fire_Cone_Width>20.0</Fire_Cone_Width> <Fire_Cone_Height>20.0</Fire_Cone_Height> <Fire_Projectile_Type>Proj_Ship_Small_Laser_Cannon _Red</Fire_Projectile_Type> <Fire_Min_Recharge_Seconds>0.3</Fire_Min_Recharge_Seconds> <Fire_Max_Recharge_Seconds>0.8</Fire_Max_Recharge_Seconds> <Fire_Pulse_Count>2</Fire_Pulse_Count> <Fire_Pulse_Delay_Seconds>0.2</Fire_Pulse_Delay_Seconds> <Fire_Range_Distance>500.0</Fire_Range_Distance> <Fire_SFXEvent>Unit_Rebel_Ship_Laser_Fire</Fire_SFXEvent> <Damage_Type> Damage_Fighter </Damage_Type> <Fire_Inaccuracy_Distance> Fighter, 7.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Bomber, 7.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Transport, 7.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Corvette, 15.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Frigate, 15.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Capital, 30.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Super, 1.0 </Fire_Inaccuracy_Distance> </HardPoint> <HardPoint Name="HP_Cis_Hyena_Laser_02"> <Type> HARD_POINT_WEAPON_LASER </Type> <Is_Targetable>No</Is_Targetable> <Is_Destroyable>No</Is_Destroyable> <Fire_Bone_A>MuzzleA_02</Fire_Bone_A> <Fire_Bone_B>MuzzleA_03</Fire_Bone_B> <Fire_Cone_Width>20.0</Fire_Cone_Width> <Fire_Cone_Height>20.0</Fire_Cone_Height> <Fire_Projectile_Type>Proj_Ship_Small_Laser_Cannon _Red</Fire_Projectile_Type> <Fire_Min_Recharge_Seconds>0.3</Fire_Min_Recharge_Seconds> <Fire_Max_Recharge_Seconds>0.8</Fire_Max_Recharge_Seconds> <Fire_Pulse_Count>2</Fire_Pulse_Count> <Fire_Pulse_Delay_Seconds>0.2</Fire_Pulse_Delay_Seconds> <Fire_Range_Distance>500.0</Fire_Range_Distance> <Fire_SFXEvent>Unit_Rebel_Ship_Laser_Fire</Fire_SFXEvent> <Damage_Type> Damage_Fighter </Damage_Type> <Fire_Inaccuracy_Distance> Fighter, 7.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Bomber, 7.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Transport, 7.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Corvette, 15.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Frigate, 15.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Capital, 30.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Super, 1.0 </Fire_Inaccuracy_Distance> </HardPoint> <HardPoint Name="HP_Cis_Hyena_Torpedo_00"> <Type> HARD_POINT_WEAPON_TORPEDO </Type> <Is_Targetable>No</Is_Targetable> <Is_Destroyable>No</Is_Destroyable> <Damage_Type> Damage_Proton_Torp </Damage_Type> <Fire_Bone_A>MuzzleB_00</Fire_Bone_A> <Fire_Cone_Width>30.0</Fire_Cone_Width> <Fire_Cone_Height>30.0</Fire_Cone_Height> <Fire_Projectile_Type>Proj_Ship_Proton_Torpedo</Fire_Projectile_Type> <Fire_Min_Recharge_Seconds>8.0</Fire_Min_Recharge_Seconds> <Fire_Max_Recharge_Seconds>8.0</Fire_Max_Recharge_Seconds> <Fire_Pulse_Count>3</Fire_Pulse_Count> <Fire_Pulse_Delay_Seconds>0.15</Fire_Pulse_Delay_Seconds> <Fire_Range_Distance>700.0</Fire_Range_Distance> <Fire_SFXEvent>Unit_Torpedo_Fire</Fire_SFXEvent> <Fire_Category_Restrictions> Fighter, Bomber </Fire_Category_Restrictions> <Allow_Opportunity_Fire_When_Targeting>False</Allow_Opportunity_Fire_When_Targeting> <Allow_Opportunity_Fire_When_Idle>False</Allow_Opportunity_Fire_When_Idle> </HardPoint> </HardPoints> (here are the hard points) |
Re: Can you add more units to a mod? 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. |
Re: Can you add more units to a mod? Quote:
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Re: Can you add more units to a mod? 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: |
Re: Can you add more units to a mod? ok im almost there now the units is almost working i guess i gota go over it to make sure i corrected everything correctly |
Re: Can you add more units to a mod? so is it shooting and dying? |
Re: Can you add more units to a mod? oh its dieing but not firing. say quick ? how do i change the name of planets id like to change a few? |
Re: Can you add more units to a mod? Thats bothering me its not firing,how about the other ships are they firing and dying?on just changing planet names and only the names i would recommend you use the dat editor there is a tutorial on this also in the master sticky. that way you dont have to mess with the xml. |
Re: Can you add more units to a mod? I added the derriphan cruiser (think Spelled Correctly) put all the file where they go BUT the damn ship wont show up i changed the affiliation tag to underworld, and made it a planet needed unit. i tied it to mechis 3 but it dont show up in the build slot. Again i apologize if i am being hard to work with but i am new at this. thats about it ive been trying to get the DAMN hyena unit to work so i can say that im dedicated to makin them work. sorry for late response |
Re: Can you add more units to a mod? I think this calls for a complete, well-thought out tutorial. :uhm: Anyone up for the challenge? |
Re: Can you add more units to a mod? This is just a test,go to your hyena bomber squadron and change affiliation to hutts(temporary) then i would like for you to add this into your Units_Space_Underword_skipray.xml under the skiprays squadron, and put the xml file into the folder with your other stuff. Spoiler: make sure after pasting that the gaps are fixed before you start.see if it works if it does change to hardpoints to yours and see if it still works,do this one thing at a time until you like it.if it stops working remove/fix your last thing you did to it. and now lets see wats wrong with your derringer(something rather) show me the code for that. |
Re: Can you add more units to a mod? <?xml version="1.0"?> <Derriphan_Frigate_Data> <SpaceUnit Name="Derriphan_Frigate"> <Text_ID>TEXT_UNIT_DERRIPHAN_FRIGATE</Text_ID> <Encyclopedia_Good_Against> Alliance_Assault_Frigate Victory_Destroyer </Encyclopedia_Good_Against> <Encyclopedia_Vulnerable_To> MC30_Frigate B-wing TIE_Defender </Encyclopedia_Vulnerable_To> <Encyclopedia_Text> TEXT_TOOLTIP_DERRIPHAN </Encyclopedia_Text> <Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_FRIGATE </Encyclopedia_Unit_Class> <Icon_Name>i_button_Derriphan.tga</Icon_Name> <GUI_Row> 1 </GUI_Row> <Space_Model_Name>Derriphan.ALO</Space_Model_Name> <No_Colorization_Color> 255, 255, 255, 255 </No_Colorization_Color> <Mass>0.999</Mass> <Scale_Factor>1.0</Scale_Factor> <Select_Box_Scale>300</Select_Box_Scale> <Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust> <Ranged_Target_Z_Adjust>35.0</Ranged_Target_Z_Adjust> <Size_Value>8</Size_Value> <Behavior> DUMMY_STARSHIP, SELECTABLE, POWERED </Behavior> <SpaceBehavior>SELF_DESTRUCT, ABILITY_COUNTDOWN, SIMPLE_SPACE_LOCOMOTOR, TARGETING, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA</SpaceBehavior> <Max_Speed>2.5</Max_Speed> <Max_Rate_Of_Turn>2.0</Max_Rate_Of_Turn> <MovementClass> Space </MovementClass> <Space_Layer> Frigate </Space_Layer> <Layer_Z_Adjust>-100.0</Layer_Z_Adjust> <Max_Rate_Of_Roll>0.4</Max_Rate_Of_Roll> <Bank_Turn_Angle>5</Bank_Turn_Angle> <Max_Thrust>4.5</Max_Thrust> <Hyperspace>Yes</Hyperspace> <Hyperspace_Speed>1.5</Hyperspace_Speed> <Maintenance_Cost>0.1</Maintenance_Cost> <OverrideAcceleration> .04 </OverrideAcceleration> <OverrideDeceleration> .04 </OverrideDeceleration> <Armor_Type> Armor_Vengeance </Armor_Type> <Shield_Armor_Type /> <Affiliation>Underworld</Affiliation> <Build_Cost_Credits>2800</Build_Cost_Credits> <Build_Time_Seconds>25</Build_Time_Seconds> <Build_Tab_Space_Units>Yes</Build_Tab_Space_Units> <Tech_Level>0</Tech_Level> <Required_Timeline>0</Required_Timeline> <Required_Ground_Base_Level>0</Required_Ground_Base_Level> <Required_Star_Base_Level>1</Required_Star_Base_Level> <Required_Special_Structures>Hoersh_Kessel</Required_Special_Structures> <Required_Planets>Mechis</Required_Planets> <Cheap_Bribe_Cost>110</Cheap_Bribe_Cost> <Expensive_Bribe_Cost>220</Expensive_Bribe_Cost> <Tactical_Bribe_Cost>1200</Tactical_Bribe_Cost> <Ship_Class>frigate</Ship_Class> <Formation_Priority>3</Formation_Priority> <Is_Escort>yes</Is_Escort> <Is_Bomber>no</Is_Bomber> <Political_Control>0</Political_Control> <Squadron_Capacity>10</Squadron_Capacity> <Transport_Capacity>8</Transport_Capacity> <Number_per_Squadron>1</Number_per_Squadron> <AI_Combat_Power>2200</AI_Combat_Power> <Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier> <Damage>30</Damage> <Autoresolve_Health>4000</Autoresolve_Health> <Shield_Points>0</Shield_Points> <Tactical_Health>4000</Tactical_Health> <Shield_Refresh_Rate>0</Shield_Refresh_Rate> <Energy_Capacity>3000</Energy_Capacity> <Energy_Refresh_Rate>500</Energy_Refresh_Rate> <Space_FOW_Reveal_Range>1500.0</Space_FOW_Reveal_Range> <Targeting_Max_Attack_Distance>1200.0</Targeting_Max_Attack_Distance> <Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living> <Death_Explosions>Large_Explosion_Space</Death_Explosions> <Death_Leave_Hulk_Behind> No </Death_Leave_Hulk_Behind> <Death_Clone>Damage_Normal, Derripahn_Death_Clone</Death_Clone> <Asteroid_Damage_Hit_Particles>Large_Damage_Spac e</Asteroid_Damage_Hit_Particles> <HardPoints> HP_Derriphan_01, HP_Derriphan_02, HP_Derriphan_03, HP_Derriphan_04, HP_Derriphan_05, HP_Derriphan_06, HP_Derriphan_07, HP_Derriphan_08, HP_Derriphan_09, HP_Derriphan_10, HP_Derriphan_11, HP_Derriphan_12, HP_Derriphan_Engines </HardPoints> <SFXEvent_Build_Started>UHD_Build_Vehicle</SFXEvent_Build_Started> <SFXEvent_Build_Cancelled>UHD_Unit_Canceled</SFXEvent_Build_Cancelled> <SFXEvent_Build_Complete>Unit_Complete_Vengeance_F rigate</SFXEvent_Build_Complete> <SFXEvent_Select>Unit_Select_Vengeance_Frigate</SFXEvent_Select> <SFXEvent_Move>Unit_Move_Vengeance_Frigate</SFXEvent_Move> <SFXEvent_Fleet_Move>Unit_Fleet_Move_Vengeance_Fri gate</SFXEvent_Fleet_Move> <SFXEvent_Attack>Unit_Attack_Vengeance_Frigate</SFXEvent_Attack> <SFXEvent_Guard>Unit_Guard_Vengeance_Frigate</SFXEvent_Guard> <SFXEvent_Barrage>Unit_Barrage_Vengeance_Frigate </SFXEvent_Barrage> <SFXEvent_Move_Into_Nebula> Unit_Nebula_Vengeance_Frigate </SFXEvent_Move_Into_Nebula> <SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Vengeance_Frigate </SFXEvent_Attack_Hardpoint> <SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Vengeance_Frigate </SFXEvent_Attack_Hardpoint> <SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Vengeance_Frigate </SFXEvent_Attack_Hardpoint> <SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Vengeance_Frigate </SFXEvent_Attack_Hardpoint> <SFXEvent_Attack_Hardpoint> HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Vengeance_Frigate </SFXEvent_Attack_Hardpoint> <SFXEvent_Attack_Hardpoint> HARD_POINT_ENGINE, Unit_HP_ENGINES_Vengeance_Frigate </SFXEvent_Attack_Hardpoint> <SFXEvent_Attack_Hardpoint> HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Vengeance_Frigate </SFXEvent_Attack_Hardpoint> <SFXEvent_Hardpoint_Destroyed> HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Vengeance_Frigate </SFXEvent_Hardpoint_Destroyed> <SFXEvent_Hardpoint_Destroyed> HARD_POINT_WEAPON_MISSILE, </SFXEvent_Hardpoint_Destroyed> <SFXEvent_Hardpoint_Destroyed> HARD_POINT_WEAPON_TORPEDO, </SFXEvent_Hardpoint_Destroyed> <SFXEvent_Hardpoint_Destroyed> HARD_POINT_WEAPON_ION_CANNON, </SFXEvent_Hardpoint_Destroyed> <SFXEvent_Hardpoint_Destroyed> HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Vengeance_Frigate </SFXEvent_Hardpoint_Destroyed> <SFXEvent_Hardpoint_Destroyed> HARD_POINT_ENGINE, Unit_Lost_Engines_Vengeance_Frigate </SFXEvent_Hardpoint_Destroyed> <SFXEvent_Hardpoint_Destroyed> HARD_POINT_GRAVITY_WELL, </SFXEvent_Hardpoint_Destroyed> <SFXEvent_Hardpoint_Destroyed> HARD_POINT_FIGHTER_BAY, </SFXEvent_Hardpoint_Destroyed> <SFXEvent_Hardpoint_Destroyed> HARD_POINT_TRACTOR_BEAM, </SFXEvent_Hardpoint_Destroyed> <SFXEvent_Hardpoint_Destroyed> HARD_POINT_ENABLE_SPECIAL_ABILITY, </SFXEvent_Hardpoint_Destroyed> <SFXEvent_Engine_Idle_Loop> Unit_Nebulon_Idle_Engine_Loop </SFXEvent_Engine_Idle_Loop> <SFXEvent_Engine_Moving_Loop> Unit_Nebulon_Moving_Engine_Loop </SFXEvent_Engine_Moving_Loop> <SFXEvent_Engine_Cinematic_Focus_Loop> Unit_Nebulon_Cinematic_Engine_Loop </SFXEvent_Engine_Cinematic_Focus_Loop> <Death_SFXEvent_Start_Die>Unit_Cruiser_Death_SFX </Death_SFXEvent_Start_Die> <Selt_Destruct_SFXEvent_Start_Die> Unit_ZC_Self_Destruct </Selt_Destruct_SFXEvent_Start_Die> <Space_Full_Stop_Command> Yes </Space_Full_Stop_Command> <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar> <Radar_Icon_Scale_Land>1.0</Radar_Icon_Scale_Land> <Radar_Icon_Scale_Space>1.0</Radar_Icon_Scale_Space> <Guard_Chase_Range>1000.0</Guard_Chase_Range> <Idle_Chase_Range>0.0</Idle_Chase_Range> <Attack_Move_Response_Range>400.0</Attack_Move_Response_Range> <Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold> <Targeting_Priority_Set>Vengeance_TP</Targeting_Priority_Set> <Score_Cost_Credits> 2250</Score_Cost_Credits> <Population_Value>3</Population_Value> <Ranking_In_Category>6</Ranking_In_Category> <CategoryMask> Frigate | AntiCorvette</CategoryMask> <Victory_Relevant>yes</Victory_Relevant> <Has_Space_Evaluator>True</Has_Space_Evaluator> <!--<MULTIPLAYER SKIRMISH VALUES BEGIN>--> <Tactical_Build_Cost_Multiplayer>3300</Tactical_Build_Cost_Multiplayer> <Tactical_Build_Time_Seconds>18</Tactical_Build_Time_Seconds> <Tactical_Build_Prerequisites /> <Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue> <!--<Build_Limit_Current_Per_Player>0</Build_Limit_Current_Per_Player>--> <!--<Build_Limit_Lifetime_Per_Player>0</Build_Limit_Lifetime_Per_Player>--> <!--<MULTIPLAYER SKIRMISH VALUES END>--> <!-- Non-Hero unit abilities description --> <Unit_Abilities_Data SubObjectList="Yes"> <!-- Primary ability --> <Unit_Ability> <Type>SELF_DESTRUCT</Type> <Alternate_Description_Text>TEXT_TOOLTIP_KRAYT_DES TRUCT_DESCRIPTION</Alternate_Description_Text> <Expiration_Seconds>3.5</Expiration_Seconds> <Recharge_Seconds>10</Recharge_Seconds> <Spawned_Object_Type> Vengeance_Self_Destruct_Blast </Spawned_Object_Type> <GUI_Activated_Ability_Name>Vengeance_Self_Destruc t</GUI_Activated_Ability_Name> <Stop_When_Activated>No</Stop_When_Activated> <!--<SFXEvent_GUI_Unit_Ability_Activated>Unit_Self_Des truct_Krayt_Class_Destroyer</SFXEvent_GUI_Unit_Ability_Activated>--> <Must_Be_Bought_On_Black_Market>Yes</Must_Be_Bought_On_Black_Market> </Unit_Ability> </Unit_Abilities_Data> </SpaceUnit> <SpaceUnit Name="Derripahn_Death_Clone"> <Text_ID>TEXT_UNIT_DERRIPHAN_FRIGATE</Text_ID> <Space_Model_Name>Derriphan_D.ALO</Space_Model_Name> <Death_SFXEvent_Start_Die>Unit_Cruiser_Death_SFX </Death_SFXEvent_Start_Die> <Death_Explosions>Large_Explosion_Space</Death_Explosions> <Scale_Factor>1.0</Scale_Factor> <Layer_Z_Adjust>-90.0</Layer_Z_Adjust> <Max_Speed>1.2</Max_Speed> <Max_Rate_Of_Turn>0.03</Max_Rate_Of_Turn> <Max_Thrust>1</Max_Thrust> <Max_Rate_Of_Roll>0.1</Max_Rate_Of_Roll> <Bank_Turn_Angle>0</Bank_Turn_Angle> <Affiliation>Underworld</Affiliation> <Ship_Class>frigate</Ship_Class> <Remove_Upon_Death>true</Remove_Upon_Death> </SpaceUnit> </Derriphan_Frigate_Data> |
Re: Can you add more units to a mod? <Required_Special_Structures>Hoersh_Kessel</Required_Special_Structures> <Required_Planets>Mechis</Required_Planets> is hoersh_kessel a planet or a building?recommend no special structures if it was me. is the planet Mechis or is it Mechis_3 or Mechis_III? you have to make sure it matches the name exactly like in the planets.xml |
Re: Can you add more units to a mod? Great apologies for the double post(human/computer error) <Required_Special_Structures>Hoersh_Kessel</Required_Special_Structures> is hoersh_kessel a planet or structure?recommend no special structures for space <Required_Planets>Mechis</Required_Planets> is it Mechis or is it Mechis_3 or is it Mechis_III make sure this matches exactly like in the planets.xml Quote:
its mostly trial and error when i first started i just tweaked with the original units and studied all the xml files all of them.then i read forum upon forum to see some tutorials. but really one will learn more while doing trial and error Remember just save your backup files when doing it. there are going to be times that you will not be able to do something(like garrison in a capital) or sometimes because of this game engine it can spawn bugs like crazy.I dont mind helping/fixing issues people who are trying but ones who want everything explained to them i feel are not really experimenting.there are times i dont answer questions becuase i dont have all the answers myself. |
Re: Can you add more units to a mod? all other units that require mechis only say mechis in the xml file. i think it might be the file all files say derriphan with double "r" but one of them is spelled with one "r" might that be the problem?. as for the other hoersch kessel is a special stucture nedded, i tied it to that because i tried putting it in as a regular unit but would not show up so im trying it as a special structure nedded to build. Again i thank you for your help. |
Re: Can you add more units to a mod? spelling is an evil culprit in xml files try to make sure they are all spelled the same. |
Re: Can you add more units to a mod? just checked and one of the files is misspelled ima change it and try messing with a few other things and see if it works out Sorry for late response |
putting in jedi ok i have like 5 mods that i down loaded that have jedi and sith in them and which files would i have to coppy to put them in to other mods |
putting in jedi ok i have like 5 mods that i down loaded that have jedi and sith in them and which files would i have to coppy to put them in to other mods email me at tannerjoe4491@gmail.com |
Re: putting in jedi Quote:
put any .alo/.ala files into the Data/Art/Models folder. that much is straightforward. then, you need to get an MTD editor (google it) to add in the textures and icons. this is where it can get complicated. you need to open up the MT.commandbar.Mtd, and drop and drag the DDS files into it. For the TGA, you need to find another MT_commandbar.mtd inside the file you just opened. here, you need to go to i the drop-down menus above, and find the Insert files option. here, you must make sure the TGA is extracted from the zipped file, and browse for its location, and simply add it in. now, you're almost done. after this, it's time to sort out the Xmls. go to the XML folder, and add both the hardpoints ile provided, and the unit file. now, you have to do a little minor coding. to make the game read the model, you must add the file name into Gameobjectfiles.xml as shown: <File>Units_Space_Rebel_Hammerhead.xml</File> then, you need to open the hardpointdatafiles.xml. here, add <File>HardPoints_Hammerhead.xml</File> to the list. this lets the game read the hardpoints. without, your ships will do nothing. Hope this helps |
Re: Can you add more units to a mod? Well, there's the first tutorial I've seen on adding models. Perhaps this thread should go in the Master Sticky. |
Re: putting in jedi Quote:
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Re: Can you add more units to a mod? So sorry for late response try this when you open the mtd bar with all the dds files open the folder where the dds files for the model are and drag them into the mtd. now when dealind with the tga command bar you should be able to import the i button file for your unit. again i apologize for the late response |
Re: Can you add more units to a mod? Help I did everything in the instructions. I put the .alo/.ala files in the models folder, the .dds files in the textures folders, the xmls in the xml folder and edited hardpoints and gameobjects. I also used the MTD Editor to open up MT_commandbar.mtd and then MT_commandbar.tga. Then I inserted the I_button_Basilisk (The model Im trying to put in is the basilisk and the acclamator mk3.). When I load the game, everything seems to work, but the basilisk has no icon in the build menu, its just a blank space. And when hovered, it says [MISSING] for both the title and the description. But when in battle, the Basilisk appears and functions properly, although it still has [MISSING] for the name and description. |
Re: Can you add more units to a mod? For the missing text or description i am not sure whats up with that the models i added into my game also appear to be the same but they function properly. As for the icon try downloading the model again and replace the old one, or first go to the tga command bar and delete it and re-import. Or the last thing i can think of is the coding in the model make sure that it matches the icon file name. Hope this helps |
Re: Can you add more units to a mod? the parts that say missing are your text inputs like in a unit you will see something like <Text_ID>TEXT_UNIT_V19</Text_ID> <Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_FIGHTER </Encyclopedia_Unit_Class> and maybe some others you will need the DAT editor DAT editor (Text) Download, Star Wars: Empire at War Tools and here is a tutorial on what to do DAT Editing Tutorial (Text Editing) - Everything EaW this should take care of your (missing text) -on the icon portion just check to make sure the icon name matches MTD= icon name in the xml remember spelling is vital |
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