thanks to all
Creating New mods [Solved]
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Deviss
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Creating New mods [Solved]
hello GT
anyone know how create news mods?? for example add a second conquest
thanks to all
thanks to all
- Fiodis
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Re: Creating New mods
If you want to add a second Conquest just to a single map (or a map pack), it might be possible to edit, say, hunt mode to seem like a second Conquest.
If you want to mod the entire game, then I suppose you could edit every single shipped map to have an extra mode, then modify that mode to resemble Conquest. That's the simplest way I can think of to do it.
Actually, that's the only way I can think of to do it. I'm sure there's a much more direct method that involves a lot of coding, but that's way outside my area of expertise.
If you want to mod the entire game, then I suppose you could edit every single shipped map to have an extra mode, then modify that mode to resemble Conquest. That's the simplest way I can think of to do it.
Actually, that's the only way I can think of to do it. I'm sure there's a much more direct method that involves a lot of coding, but that's way outside my area of expertise.
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Deviss
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Re: Creating New mods
but i need add a new mod (second conquest), if i add how hunt mod, in the game this appear with this NAME so it will replace the existent hunt modFiodis wrote:If you want to add a second Conquest just to a single map (or a map pack), it might be possible to edit, say, hunt mode to seem like a second Conquest.
If you want to mod the entire game, then I suppose you could edit every single shipped map to have an extra mode, then modify that mode to resemble Conquest. That's the simplest way I can think of to do it.
Actually, that's the only way I can think of to do it. I'm sure there's a much more direct method that involves a lot of coding, but that's way outside my area of expertise.
- Fiodis
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Re: Creating New mods
Not if you use a different mode instead of hunt. Only a few maps have hunt. For those, instead of reconfiguring the shipped hunt mode, you could add a Hero Assault mode and reconfigure that.
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Deviss
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Re: Creating New mods
but i need add other mod, because i don't want modify the existent mod of the people, for this reason i search add a new mod for to play this a partFiodis wrote:Not if you use a different mode instead of hunt. Only a few maps have hunt. For those, instead of reconfiguring the shipped hunt mode, you could add a Hero Assault mode and reconfigure that.
- Sky_216
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Re: Creating New mods
Don't do what fiodis is saying. It does work but its a ridiculously complicated way to do it. If you
want to just add conquest, replace the existing conquest or add another era. You can do a mode too, but its a little more complicated.
Do the following:
1) Download Zerted's 1.3 patch. Lite version will do. Get it at SWBF Files.
2) Copy the scripts of the maps you want a mod for to your map's script's folder (where things like your map's conquest script and so on are). Eg copy myg1c_con to your maps folder.
3) Modify those scripts. So if, say, you have a custom republic side you'd like to load, replace the section that loads troops and the section that sets up the troops for teams. Here's an example of how I did it for XCW mygeeto:
Replaced this (loads the units gcw mygeeto conquest uses):
With this (loads my units from my map's side folder):
And replaced this (sets up units):
With this (sets up my units):
For this kind of thing where you just edit the units/vehicles (rather than things like CPs) then that's all you gotta do. But, do get it to actually show up you'll need to do the following.
If you want it to replace the stock cw/gcw era for that mode for that map:
4) Go to your 'mission'.req file (pretty sure its in the 'common' folder in your map) and edit the script files it says. It should have something along the lines of 'XXXc_con', 'XXXg_con' (where XXX is your maps three letter id). Add the name of the script you modified. So if you modified cw mygeeto conquest, add 'myg1c_con'.
5) Change your addme lua. RED51 explains how to do it in this link.....http://www.gametoast.com/forums/viewtop ... 94#p281994Munge and play. The map you modified a script for should now have your units.
If you want to still have the original eras for the map your editing, and just want an extra era:
4) I'll explain this later, I need to actually look at the files I used to remember.
want to just add conquest, replace the existing conquest or add another era. You can do a mode too, but its a little more complicated.
Do the following:
1) Download Zerted's 1.3 patch. Lite version will do. Get it at SWBF Files.
2) Copy the scripts of the maps you want a mod for to your map's script's folder (where things like your map's conquest script and so on are). Eg copy myg1c_con to your maps folder.
3) Modify those scripts. So if, say, you have a custom republic side you'd like to load, replace the section that loads troops and the section that sets up the troops for teams. Here's an example of how I did it for XCW mygeeto:
Replaced this (loads the units gcw mygeeto conquest uses):
Hidden/Spoiler:
Hidden/Spoiler:
Hidden/Spoiler:
Hidden/Spoiler:
If you want it to replace the stock cw/gcw era for that mode for that map:
4) Go to your 'mission'.req file (pretty sure its in the 'common' folder in your map) and edit the script files it says. It should have something along the lines of 'XXXc_con', 'XXXg_con' (where XXX is your maps three letter id). Add the name of the script you modified. So if you modified cw mygeeto conquest, add 'myg1c_con'.
5) Change your addme lua. RED51 explains how to do it in this link.....http://www.gametoast.com/forums/viewtop ... 94#p281994Munge and play. The map you modified a script for should now have your units.
If you want to still have the original eras for the map your editing, and just want an extra era:
4) I'll explain this later, I need to actually look at the files I used to remember.
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Deviss
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Re: Creating New mods
thanks a lot sky
now the new era appear with all but how do i change the name of this era on game?? but appear common.era.a, i must use the localize tool but what section must i change??
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Commander_Fett
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Re: Creating New mods
Wait, did you add a new era or just replace an old one? 'Cause I'd really like to add a new era...
- Sky_216
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Re: Creating New mods
If you want to still have the original eras for the map your editing, and just want an extra era:
4) I'll explain this later, I need to actually look at the files I used to remember.
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Deviss
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Re: Creating New mods
ouh sorry i didn't want to push you, i will waitSkyhammer_216 wrote:If you want to still have the original eras for the map your editing, and just want an extra era:
4) I'll explain this later, I need to actually look at the files I used to remember.
i added a new eraCommander_Fett wrote:Wait, did you add a new era or just replace an old one? 'Cause I'd really like to add a new era...
- Sky_216
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Re: Creating New mods
Hidden/Spoiler:
Hidden/Spoiler:
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Deviss
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Re: Creating New mods
this work perfectSkyhammer_216 wrote: Was actually aimed at Fett, not you...and I didn't read his post properly.![]()
![]()
So, it works? And I'm assuming ya using this for your side mods?
How to change an era's/game mode's name - from the docs of Zerted's 1.3 patch:
Hidden/Spoiler:
Hidden/Spoiler:
Hidden/Spoiler:
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bokkenblader56
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Re: Creating New mods
I think that can be solved by backing up the original Jabba's Palace .lvl and replacing it with your modified JP .lvl.
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Deviss
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Re: Creating New mods
no, because i have this problema with mygeeto also lol the map isn't the problem ovbiouslybokkenblader56 wrote:I think that can be solved by backing up the original Jabba's Palace .lvl and replacing it with your modified JP .lvl.
- Sky_216
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Re: Creating New mods
Well I'm fairly sure the problem is you're using the 'is Mod level' command, which I'm fairly sure adds it in as an extra map. Here's my addme for my XCW mod.
Hidden/Spoiler:
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Deviss
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Re: Creating New mods
but if i make this so , i won't can change the name of the new era. I need add this line for modify the new era's name:
so how can i add this line to your addme file??
very thanks sky your help is the most
Code: Select all
change = {
era_a = { name="Clone Wars 2°", icon2="rvb_icon" },
era_b = { name="Glactic Civil War 2°", icon2="rvb_icon" },
},
}very thanks sky your help is the most
- Sky_216
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Re: Creating New mods
I'm not sure this will work, but try anyway!
Do that for Jabba's palace:
I haven't tried this, so any problems let me know!
Do that for Jabba's palace:
Code: Select all
AddNewGameModes( sp_missionselect_listbox_contents, "tat3%s_%s", {era_a = 1, era_b = 1, mode_con_a = 1, mode_con_b = 1, change = {era_a = { name="Clone Wars 2°", icon2="rvb_icon" },era_b = { name="Glactic Civil War 2°", icon2="rvb_icon" },},} )I haven't tried this, so any problems let me know!
- [RDH]Zerted
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Re: Creating New mods
AddNewGameModes is used when a map already exists and you want to add/change its game modes. The sp_missionselect_listbox_content type lines are for when you are adding a new map. When you use one of those lines, it adds a new entry into the map list. When you use AddNewGameModes, it edits a map already in the map lists.
Oh, seems Skyhammer_216 beat me to it...
Oh, seems Skyhammer_216 beat me to it...
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Deviss
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Re: Creating New mods
wow this work very fineSkyhammer_216 wrote:I'm not sure this will work, but try anyway!
Do that for Jabba's palace:Code: Select all
AddNewGameModes( sp_missionselect_listbox_contents, "tat3%s_%s", {era_a = 1, era_b = 1, mode_con_a = 1, mode_con_b = 1, change = {era_a = { name="Clone Wars 2°", icon2="rvb_icon" },era_b = { name="Glactic Civil War 2°", icon2="rvb_icon" },},} )
I haven't tried this, so any problems let me know!
Hidden/Spoiler:
- Sky_216
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Re: Creating New mods
Wow....worked and I never tried it.....
Anyway, glad it works Deviss. Can we expect to see some of your nice side mods as extra era/mode mods soon?
To everyone else: I'll write this up as full tutorial with screens soon.
Anyway, glad it works Deviss. Can we expect to see some of your nice side mods as extra era/mode mods soon?
To everyone else: I'll write this up as full tutorial with screens soon.
