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-   -   [Help] Can you add more units to a mod? (http://forums.filefront.com/sw-eaw-modding-mapping-editing/419582-can-you-add-more-units-mod.html)

emerson05 March 9th, 2010 08:31 PM

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!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!)

redtachi March 9th, 2010 08:55 PM

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.

emerson05 March 9th, 2010 09:40 PM

Re: Can you add more units to a mod?
 
Thank you for the info, and i will keep u posted

emerson05 March 9th, 2010 11:03 PM

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

redtachi March 11th, 2010 01:34 PM

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.

emerson05 March 11th, 2010 05:56 PM

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

redtachi March 11th, 2010 08:43 PM

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

emerson05 March 11th, 2010 08:57 PM

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

redtachi March 11th, 2010 09:59 PM

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.

emerson05 March 12th, 2010 02:35 PM

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>

redtachi March 12th, 2010 03:35 PM

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?

emerson05 March 12th, 2010 07:31 PM

Re: Can you add more units to a mod?
 
no its got the files but no container just got the hard points

redtachi March 12th, 2010 07:43 PM

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.

emerson05 March 12th, 2010 08:25 PM

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?

redtachi March 12th, 2010 08:49 PM

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

kidadimundi March 14th, 2010 01:58 PM

Re: Can you add more units to a mod?
 
dudes i still don't get how to add them

emerson05 March 14th, 2010 02:09 PM

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)

redtachi March 14th, 2010 03:31 PM

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.

redgroupclan March 14th, 2010 08:30 PM

Re: Can you add more units to a mod?
 
Quote:

Originally Posted by redtachi (Post 5264145)

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.

redtachi March 15th, 2010 02:49 PM

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:

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


OK in taking a break

emerson05 March 15th, 2010 08:32 PM

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

redtachi March 15th, 2010 08:33 PM

Re: Can you add more units to a mod?
 
so is it shooting and dying?

emerson05 March 16th, 2010 05:20 PM

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?

redtachi March 16th, 2010 09:39 PM

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.

emerson05 March 19th, 2010 06:31 PM

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

redgroupclan March 19th, 2010 08:50 PM

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?

redtachi March 19th, 2010 10:23 PM

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:
<SpaceUnit Name="Hyena_Bomber">
<LOD_Bias>10</LOD_Bias>

<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>
<Icon_Name>I_BUTTON_HYENA.TGA</Icon_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>0.99</Mass>
<Fires_Forward>no</Fires_Forward>
<Turret_Rotate_Extent_Degrees>20</Turret_Rotate_Extent_Degrees>
<Turret_Elevate_Extent_Degrees>40</Turret_Elevate_Extent_Degrees>
<Max_Lift>3</Max_Lift>
<Max_Speed>3.8</Max_Speed>
<Min_Speed>2.5</Min_Speed>
<Max_Rate_Of_Turn>3.0</Max_Rate_Of_Turn>
<Max_Thrust>1.0</Max_Thrust>
<Max_Rate_Of_Roll>5.0</Max_Rate_Of_Roll>
<Bank_Turn_Angle>80</Bank_Turn_Angle>
<Begin_Turn_Towards_Distance>600.0</Begin_Turn_Towards_Distance>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>1</Hyperspace_Speed>
<Maintenance_Cost>0.1</Maintenance_Cost>
<Affiliation>Underworld</Affiliation>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>2</Required_Star_Base_Level>
<Shield_Points>0</Shield_Points>
<Tactical_Health>20</Tactical_Health>
<Shield_Refresh_Rate>4</Shield_Refresh_Rate>
<Energy_Capacity>500</Energy_Capacity>
<Energy_Refresh_Rate>300</Energy_Refresh_Rate>
<Ship_Class>bomber</Ship_Class>
<Armor_Type> Armor_Bomber </Armor_Type>
<Formation_Priority>2</Formation_Priority>
<Is_Escort>no</Is_Escort>
<Is_Bomber>yes</Is_Bomber>
<Land_Bomber_Type>Skipray_Bombing_Run</Land_Bomber_Type>
<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>FIGHTER_LOCOMOTOR, SELECTABLE, TARGETING, POWERED, HIDE_WHEN_FOGGED, AMBIENT_SFX, DAMAGE_TRACKING, REVEAL, NEBULA </SpaceBehavior>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Damage>5</Damage>
<Death_Explosions>Small_Explosion_Space</Death_Explosions>
<Asteroid_Damage_Hit_Particles>Small_Damage_Spac e</Asteroid_Damage_Hit_Particles>

<Land_FOW_Reveal_Range>130.0</Land_FOW_Reveal_Range>
<Space_FOW_Reveal_Range>600.0</Space_FOW_Reveal_Range>
<Targeting_Max_Attack_Distance>500.0</Targeting_Max_Attack_Distance>

<HardPoints>
HP_BOMBER_01, HP_BOMBER_02
</HardPoints>

<SFXEvent_Fire>Unit_Star_Viper_Fire</SFXEvent_Fire>
<SFXEvent_Ambient_Moving> Unit_Star_Viper_Fly_By </SFXEvent_Ambient_Moving>
<SFXEvent_Ambient_Moving_Min_Delay_Seconds> 5 </SFXEvent_Ambient_Moving_Min_Delay_Seconds>
<SFXEvent_Ambient_Moving_Max_Delay_Seconds> 10 </SFXEvent_Ambient_Moving_Max_Delay_Seconds>
<SFXEvent_Engine_Cinematic_Focus_Loop> Unit_Star_Viper_Cinematic_Engine_Loop </SFXEvent_Engine_Cinematic_Focus_Loop>



<Death_SFXEvent_Start_Die>Unit_Y_Wing_Death_SFX</Death_SFXEvent_Start_Die>

<CategoryMask> Fighter | Bomber | AntiCapital</CategoryMask>
<Property_Flags> SmallShip </Property_Flags>
<Victory_Relevant>yes</Victory_Relevant>
<Air_Vehicle_Turret_Target> Yes </Air_Vehicle_Turret_Target>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>

<Min_Speed_Fraction_For_Turn>0.6</Min_Speed_Fraction_For_Turn>
<Custom_Footprint_Radius> 15.0 </Custom_Footprint_Radius>
<MovementClass> Space </MovementClass>
<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>75</AI_Combat_Power>
<Collision_Box_Modifier>2.0</Collision_Box_Modifier>
<Targeting_Priority_Set>Bomber</Targeting_Priority_Set>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>

<Spin_Away_On_Death>Yes</Spin_Away_On_Death>
<Spin_Away_On_Death_Chance>0.2</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</Spin_Away_On_Death_Explosion>
<Spin_Away_On_Death_SFXEvent_Start_Die>Unit_Y_Wing _Spinning_By</Spin_Away_On_Death_SFXEvent_Start_Die>
<Remove_Upon_Death>true</Remove_Upon_Death>
<Strafe_Distance>500.0</Strafe_Distance>
<Population_Value>0</Population_Value>

<!-- Unit abilities description -->
<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_Turbo_On _B_Wing</SFXEvent_GUI_Unit_Ability_Activated>
<SFXEvent_GUI_Unit_Ability_Deactivated>Unit_Turbo_ Off_B_Wing</SFXEvent_GUI_Unit_Ability_Deactivated>
</Unit_Ability>
</Unit_Abilities_Data>

</SpaceUnit>

<Squadron Name="Confederate_Hyena_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> 1 </GUI_Row>
<Is_Dummy>Yes</Is_Dummy>
<Formation_Priority>2</Formation_Priority>
<Is_Escort>No</Is_Escort>
<Is_Bomber>yes</Is_Bomber>
<Autoresolve_Health>200</Autoresolve_Health>
<Damage>20</Damage>
<Affiliation>Underworld</Affiliation>
<Political_Control>0</Political_Control>
<Build_Cost_Credits>180</Build_Cost_Credits>
<Piracy_Value_Credits>50</Piracy_Value_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_Planets>Hypori</Required_Planets>
<Behavior>DUMMY_SPACE_FIGHTER_SQUADRON</Behavior>
<Squadron_Units>Hyena_Bomber, Hyena_Bomber</Squadron_Units>
<Squadron_Units>Hyena_Bomber, Hyena_Bomber</Squadron_Units>
<Squadron_Units>Hyena_Bomber, Hyena_Bomber</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>
<GUI_Model_Name>cis_hyena.alo</GUI_Model_Name>
<GUI_Distance>120</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>
<Autonomous_Move_Extension_Vs_Attacker>300.0</Autonomous_Move_Extension_Vs_Attacker>
<Build_Initially_Locked>No</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Property_Flags> SmallShip </Property_Flags>

<Encyclopedia_Text>TEXT_TOOLTIP_HYENA</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_B OMBER</Encyclopedia_Unit_Class>
<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, 2</Mod_Multiplier>
</Unit_Ability>
</Unit_Abilities_Data>

<!--<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>1</Population_Value>
<Score_Cost_Credits> 370</Score_Cost_Credits>
</Squadron>

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.

emerson05 March 21st, 2010 01:54 PM

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>

redtachi March 21st, 2010 02:25 PM

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

redtachi March 21st, 2010 02:37 PM

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:

Originally Posted by redgroupclan (Post 5273602)
I think this calls for a complete, well-thought out tutorial.
Anyone up for the challenge?

im a little busy with things to be making a tutorial on stuff that has been went over.
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.

emerson05 March 23rd, 2010 11:27 AM

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.

redtachi March 23rd, 2010 11:55 AM

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.

emerson05 March 27th, 2010 11:11 PM

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

stormwolf3710 April 4th, 2010 04:10 PM

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

stormwolf3710 April 4th, 2010 04:10 PM

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

emerson05 April 10th, 2010 10:29 AM

Re: putting in jedi
 
Quote:

Originally Posted by stormwolf3710 (Post 5286885)
ok i have like 5 mods that i down loaded that have jedi and sith in them and which files would i have to copy to put them in to other mods

Here is what you have to do look for the following files copy them in to the mod you are trying to add them to
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

redgroupclan April 10th, 2010 12:37 PM

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.

redgroupclan April 18th, 2010 12:37 AM

Re: putting in jedi
 
Quote:

Originally Posted by emerson05 (Post 5291330)
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.

Could you be more clear on what to do here? I opened up MT_commandbar.Mtd and there was no option to drag and drop. It would only let me open up another file.

emerson05 April 25th, 2010 10:14 PM

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

Brawl51 May 1st, 2010 03:00 PM

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.

emerson05 May 1st, 2010 09:09 PM

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

redtachi May 1st, 2010 10:20 PM

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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