How to Munge the mission.lvl

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Broadus
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How to Munge the mission.lvl

Post 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?
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RE: How to Munge the mission.lvl

Post 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
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Post 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?
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Post by Teancum »

Yeah, I think you've ran out of memory. How long does it take to crash?
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Post 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.
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Post by Teancum »

hmm... try cutting those numbers in half and see if it gets any more stable.
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Post by Broadus »

What do the numbers on the end mean, anyway? Some maps have one number, and other maps have two.
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Post by Teancum »

The first number is the minimum for that unit, the second is the maximum. Older maps just had a maximum.
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Post 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.
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