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Adding tanks to stock maps in era mods? [Solved]

Posted: Tue Mar 13, 2012 3:47 pm
by Dakota
Alright, i've been looking over the faq and using search but i am not really sure what to search for.

I have been working on an era mod for the past few months but I am no at the point where i am starting to finish up things. i want to add some tanks to stock maps like maybe adding a geonosian fighter to geonosis or a few fighters to spice up the battle of kamino but i don't really know how its done. I've seen it in bfx but i don't really know what to say about that either.

What do i have to do to add new tanks to the stock maps for an era mod? Will it require me to make a whole bunch of .lvls for the final mod? Will it make the file size for my mod huge?


If i could get an answer on this i would greatly appreciate it.

Re: adding tanks to stock maps in era mods

Posted: Tue Mar 13, 2012 3:55 pm
by DarthD.U.C.K.
if youve seen it in bfx the mission script might be a good start. they are contained in the bfx assets.
unless the vehicles are custom it shouldnt increase the filesize.

Re: adding tanks to stock maps in era mods

Posted: Tue Mar 13, 2012 4:00 pm
by Dakota
but would how would you put the spawn points for vehicles on the map, just open it up in zero editor and add points?

Also the tanks are custom.

edit: also, the links for the bfx assets are broken, at least all five of the ones i've found.

Re: adding tanks to stock maps in era mods

Posted: Tue Mar 13, 2012 4:30 pm
by DarthD.U.C.K.
what maps have vehicles added? i have the assets and can post the script here.
and no, you couldnt just place them in ze, you somehow have to script them in.

Re: adding tanks to stock maps in era mods

Posted: Tue Mar 13, 2012 4:53 pm
by Dakota
mos eisly in bfx has an aat in clone wars, thats the main one i remember.

Also by scripting them in do you mean setting them up in the sides to be read or is there something more? Also for placement of the vehicle would i use ze or is there some sort of lua coding for placement too?


offtopic: sorry for all the also's but i just have alot of questions. maybe the scripts will help me.

Re: adding tanks to stock maps in era mods

Posted: Tue Mar 13, 2012 4:56 pm
by kinetosimpetus
Mos Eisley comes stock with a vehicle spawn behind the workshop, but otherwise...
This works. I have a few maps that load a new layer over the top of the stock map that simply load a few extra objects, including vehicle spawns. The final req I used to make each extra lvl has only the mode or layer or whatever that has those objects.
For the Death Star...
Hidden/Spoiler:
dea1.req[code]ucft
{
REQN
{
"world"
"dea1_addon153parts"
}
}[/code]
where addon153parts is either a mode or layer in ZE, I believe it's a mode that uses a single layer, but could use more.
then my lua looks like this:
Hidden/Spoiler:
dea1i_con.lua[code]
ReadDataFile("dea\\dea1.lvl", "dea1_Conquest") --load stock map
ReadDataFile("dc:153\\dea1.lvl") --load layer with extra barrels[/code]

Re: adding tanks to stock maps in era mods

Posted: Tue Mar 13, 2012 5:07 pm
by Dakota
thank you, i'll look over this and test it out some and come back with results....geonosis will now have fighters again :mrgreen:

EDIT: IT WORKS :D

thanks for your help both of you. a few things didn't show up but thats just because i forgot to load them in the lua and put the commandhover/flyer lines. its now working. all i have to do now is change all the other maps i need to change...

[solved]

Re: Adding tanks to stock maps in era mods? [Solved]

Posted: Fri Apr 06, 2012 10:24 am
by ARCTroopaNate
I'm sorry if I'm hijacking but I have a question. All the lua and req stuff makes sense but how do you actually edit the world? Do you copy the world file over to your mod folder, do you open the one in the assets or what? I'm still a bit confused.

Re: Adding tanks to stock maps in era mods? [Solved]

Posted: Fri Apr 06, 2012 10:42 am
by willinator
•How to edit a shipped map

Copied directly from the FAQ.

Re: Adding tanks to stock maps in era mods? [Solved]

Posted: Fri Apr 06, 2012 11:16 am
by ARCTroopaNate
That's what I thought, I was wondering if there is a more efficient way to do this.

Re: Adding tanks to stock maps in era mods? [Solved]

Posted: Fri Apr 06, 2012 12:59 pm
by Unlucky13
If you are trying to edit a stock map via an era mod then you can't edit the map other than a few objects(cps, health/ammo droids).

Re: Adding tanks to stock maps in era mods? [Solved]

Posted: Fri Apr 06, 2012 1:43 pm
by Maveritchell
Unlucky13 wrote:If you are trying to edit a stock map via an era mod then you can't edit the map other than a few objects(cps, health/ammo droids).
That's not true.
http://www.youtube.com/watch?v=06i5bN5Nlms

Like kinetosimpetus said above, you can add a new layer on top of a stock map, which is how any substantial additions can be easily made to a stock map. You can also replace models in a stock map (and by way of that, you can remove them by simply inserting an "empty" model). There's no reason to do something like a complete revamp of a map this way (as it would simply be easier to distribute a new map entirely), but it's certainly possible.

Re: Adding tanks to stock maps in era mods? [Solved]

Posted: Sat Apr 07, 2012 1:14 am
by AQT
And you can add new hint nodes, spawn paths, barriers, and just about everything else, all while keeping the file size very low. However, this requires keeping several other things in the world REQ aside from any "world" and "lvl" stuff, but it still keeps the file size small, nonetheless.

Re: Adding tanks to stock maps in era mods? [Solved]

Posted: Sat Apr 07, 2012 1:18 pm
by Dakota
since this has been revived i was just wondering, what is the process for deleting an object? I wanted to get rid of the rock slides in the hoth caves in conquest mode but i wasn't sure what layer to be in and how i would do what i needed to.

Re: Adding tanks to stock maps in era mods? [Solved]

Posted: Sat Apr 07, 2012 4:54 pm
by Marth8880

Code: Select all

KillObject("objectname")