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How to Munge the mission.lvl
Posted: Mon Oct 02, 2006 9:31 pm
by Broadus
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?
RE: How to Munge the mission.lvl
Posted: Mon Oct 02, 2006 9:54 pm
by Teancum
Not per-say, but if you want to munge the full mission.lvl, just replace your old mission.req with this one:
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"
}
}
All you need is common checked for the munge, then look in data_[projectName]/_LVL_PC for the new mission.lvl
Posted: Wed Oct 11, 2006 5:58 pm
by Broadus
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:
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},
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?
Posted: Wed Oct 11, 2006 7:53 pm
by Teancum
Yeah, I think you've ran out of memory. How long does it take to crash?
Posted: Wed Oct 11, 2006 7:56 pm
by Broadus
Well, more and more units will spawn in, and the game won't slow down or anything, but before all of the new units are done spawning, it will crash.
Posted: Wed Oct 11, 2006 8:08 pm
by Teancum
hmm... try cutting those numbers in half and see if it gets any more stable.
Posted: Wed Oct 11, 2006 8:55 pm
by Broadus
What do the numbers on the end mean, anyway? Some maps have one number, and other maps have two.
Posted: Wed Oct 11, 2006 9:21 pm
by Teancum
The first number is the minimum for that unit, the second is the maximum. Older maps just had a maximum.
Posted: Wed Oct 11, 2006 9:25 pm
by Broadus
You mean just had a minimum, right?
Maybe 200 units per team is a tad excessive. Well, I'm not too worried about that, anyway. That's it for me in this topic! Thanks for the help, Teancum.