For kicks and giggles, I want to mess with the amount of units that spawn in the single player campaign to basically be higher amounts, like uber mode. Because the maps aren't uber by default, I have to munge them to be uber.
Is there a guide that I missed that explains, in detail, how to munge a new mission.lvl using the mod tools?
How to Munge the mission.lvl
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- Broadus
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- Teancum
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RE: How to Munge the mission.lvl
Not per-say, but if you want to munge the full mission.lvl, just replace your old mission.req with this one:
All you need is common checked for the munge, then look in data_[projectName]/_LVL_PC for the new mission.lvl
Code: Select all
ucft
{
REQN
{
"config"
"ingame_movies"
}
REQN
{
"script"
"setup_teams"
"gametype_conquest"
"gametype_capture"
"Objective"
"MultiObjectiveContainer"
"ObjectiveCTF"
"ObjectiveAssault"
"ObjectiveSpaceAssault"
"ObjectiveConquest"
"ObjectiveTDM"
"ObjectiveOneFlagCTF"
"SoundEvent_ctf"
"ObjectiveGoto"
"LinkedShields"
"LinkedDestroyables"
"LinkedTurrets"
"Ambush"
"PlayMovieWithTransition"
"mode_settings"
"utility_functions"
}
REQN
{
"lvl"
"cor1c_c"
"cor1c_con"
"cor1c_ctf"
"cor1g_con"
"cor1g_ctf"
"dag1c_con"
"dag1c_ctf"
"dag1g_con"
"dag1g_ctf"
"dea1c_con"
"dea1g_1flag"
"dea1c_1flag"
"dea1g_c"
"dea1g_con"
"end1g_con"
"end1g_hunt"
"end1g_1flag"
"fel1c_c"
"fel1c_con"
"fel1g_con"
"fel1c_1flag"
"fel1g_1flag"
"gal1"
"geo1c_c"
"geo1c_con"
"geo1c_ctf"
"geo1c_hunt"
"geo1c_xl"
"hot1g_c"
"hot1g_con"
"hot1g_1flag"
"hot1g_hunt"
"hot1g_xl"
"kam1c_c"
"kam1c_con"
"kam1c_1flag"
"kam1g_1flag"
"kam1g_con"
"kas2c_c"
"kas2c_con"
"kas2c_xl"
"kas2g_con"
"kas2c_hunt"
"kas2c_ctf"
"kas2g_ctf"
"kas2g_xl"
"mus1c_c"
"mus1c_con"
"mus1c_ctf"
"mus1g_con"
"mus1g_ctf"
"myg1c_c"
"myg1c_con"
"myg1c_ctf"
"myg1g_con"
"myg1g_ctf"
"nab2c_con"
"nab2g_con"
"nab2g_ctf"
"nab2c_ctf"
"nab2g_c"
"nab2c_hunt"
"pol1c_con"
"pol1c_ctf"
"pol1g_c"
"pol1g_con"
"pol1g_ctf"
"spa1g_Diet Dr. Pepper"
"spa1g_1flag"
"spa1g_c"
"spa2c_c"
"spa3c_c"
"spa3c_Diet Dr. Pepper"
"spa3c_1flag"
"spa3g_c"
"spa4g_c"
"spa6c_Diet Dr. Pepper"
"spa6c_1flag"
"spa7c_Diet Dr. Pepper"
"spa7c_1flag"
"spa8g_Diet Dr. Pepper"
"spa8g_1flag"
"spa9g_1flag"
"spa9g_Diet Dr. Pepper"
"tan1c_con"
"tan1c_1flag"
"tan1g_c"
"tan1g_con"
"tan1g_1flag"
"tat2c_con"
"tat2c_ctf"
"tat2g_con"
"tat2g_ctf"
"tat2g_eli"
"tat2g_hunt"
"tat3c_1flag"
"tat3g_1flag"
"tat3c_con"
"tat3g_con"
"test1c"
"test1g"
"uta1c_1flag"
"uta1g_1flag"
"uta1c_c"
"uta1c_con"
"uta1g_con"
"yav1c_1flag"
"yav1c_con"
"yav1g_1flag"
"yav1g_c"
"yav1g_con"
}
}- Broadus
- Second Lance Corporal

- Posts: 110
- Joined: Thu Sep 21, 2006 1:23 am
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Thanks a lot! That worked perfectly.
I'm just wondering, what's the max amount of units you can have in an XL battle?
In geo1c_xl, I made this change:
200 units per team, and I also changed the numbers on the end of the classes.
After a certain amount of time, the level will crash. What did I do wrong? Too many units, or did I screw up the numbers on the end?
I'm just wondering, what's the max amount of units you can have in an XL battle?
In geo1c_xl, I made this change:
Code: Select all
rep = {
team = REP,
units = 200,
reinforcements = -1,
soldier = { "rep_inf_ep2_rifleman",50, 100},
assault = { "rep_inf_ep2_rocketeer",10, 20},
engineer = { "rep_inf_ep2_engineer",10, 20},
sniper = { "rep_inf_ep2_sniper",10, 20},
officer = {"rep_inf_ep3_officer",10, 20},
special = { "rep_inf_ep2_jettrooper",10, 20},
},
cis = {
team = CIS,
units = 200,
reinforcements = -1,
soldier = { "cis_inf_rifleman",50, 100},
assault = { "cis_inf_rocketeer",10, 20},
engineer = { "cis_inf_engineer",10, 20},
sniper = { "cis_inf_sniper",10, 20},
officer = {"cis_inf_officer",10, 20},
special = { "cis_inf_droideka",10, 20},After a certain amount of time, the level will crash. What did I do wrong? Too many units, or did I screw up the numbers on the end?
- Teancum
- Jedi Admin

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- Broadus
- Second Lance Corporal

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- Teancum
- Jedi Admin

- Posts: 11080
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- Broadus
- Second Lance Corporal

- Posts: 110
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- Teancum
- Jedi Admin

- Posts: 11080
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- Broadus
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- Posts: 110
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