need help with mod -1 reply

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coolyboy77

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28th March 2007

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#1 10 years ago

i try to make a infantry only mod but how can i take al the vehicles out of the game please help




iDeekz

Sniper Regiment

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15th February 2008

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#2 10 years ago

Haven't got a clue. My guess is you code it in with SCAR.




coolyboy77

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#3 10 years ago

don it now is the question sould i put the mod on filefront




coolyboy77

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#4 10 years ago

okey all the vehicles of allies and axis are out i take out the bitish and panzer elite later i changed the weapons of allies airborn troopers and rifleman airbor troopers have m1_garand + thier bazooka upgrade and thier sergant has a m1918 browning automatic rifle (bar) the rileman have m1_garan to + they have a (bar) as upgrade end thier serg has a (bar) also. and engineers have m1_garand also rangers are still the same you can stil get armor suport new question im using corsix's mod studio bet when i put a new unit an de spawner table of the barracks then it doesn't apear in game. if someone knows what to do. i copied the rifleman changed weapons put it on the baracks spawner table what now




Sgt. D. Pilla

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#5 10 years ago
Icespeed;4223721Haven't got a clue. My guess is you code it in with SCAR.[/QUOTE] haha...nice joke =p [QUOTE=coolyboy77;4224112] im using corsix's mod studio bet when i put a new unit an de spawner table of the barracks then it doesn't apear in game. if someone knows what to do. i copied the rifleman changed weapons put it on the baracks spawner table what now

K, a run down on how to make a new squad... Copy the SBPS RGD of any current squad in the soldier's directory of the given race, find out what EBPS RGD's make up the squad in the squad_loadout_ext for soldier types, duplicate that EBPS of the given soldier type aswell. Moddify the SBPS and EBPS to suit your needs and wants. Add the squad to the building you want to construct it in the buildings spawner_ext table within the buildings EBPS RGD file Ensure the path is similar to that of the other squads that spawn from that building, ensure it has .lua on the end and not .rgd Go in game and look in that building that has the new squad, its more then likely it won't display, no problem, take note of what UI slots are occupied, and what ones are empty. Go back into mod studio, and moddify the new squads SBPS RGD file for the given squad, to an empty UI position, this is done under "squad_ui_ext" and the field is called "ui_group_position" Positions are as follows on the GUI... 1 2 3 4 5 6 7 8 9 10 11 12

If there is more then 1 squad or upgrade etc on the same UI slot, conflicts will occur and the squad won't appear in the building.




coolyboy77

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#6 10 years ago

thx for help




coolyboy77

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#7 10 years ago

new question i want to know how can take out the tank suport and how to make a limit on sherman tank at the tankdepot max 1 tank per team allies have a sherman and german ??? another question what is fair against a sherman i think tiger is to over powerd against a sherman




coolyboy77

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#8 10 years ago
coolyboy77;4232217new question i want to know how can take out the tank suport and how to make a limit on sherman tank at the tankdepot max 1 tank per team allies have a sherman and german ??? another question what is fair against a sherman i think tiger is to over powerd against a sherman

1. so how can a take out the tank suport abilities if it's necessary replace them with something else 2. what is an fair opponent against a sherman tank 3. how can i add a build limit at the sherman and the german tank




iDeekz

Sniper Regiment

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#9 10 years ago
haha...nice joke =p

Dunno if you looked but i did say 'Guess'




Sgt. D. Pilla

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#10 10 years ago
Dunno if you looked but i did say 'Guess'

Ey, I did, only I gathered that that was a joke aswell :d

1. so how can a take out the tank suport abilities if it's necessary replace them with something else

2. what is an fair opponent against a sherman tank

3. how can i add a build limit at the sherman and the german tank

1) Complicated, but easy, you can just disable them, find the ability (Via looking at the doctrine upgrades may help) and delete it from the UI panel, or you can delete the upgrade for the ability (Not allow doctrine upgrades that lead to it) (Refer to each doctrine upgrade UI Name and Help Text to figure out which ones to delete) Or, like you said, just replace the abilitys with something, which in most cases will mean recoding the ability throughout.

2) Panzer IV is the sherman equivilant, both historically, and coding wise

3) Add a requirement for the tank's SBPS (Squad Blueprint), place it in an empty requirement_ext child, (Example...requirement_01) then add "max_cap" as a number, "ui_name" as a UCS reference, and "reason" set as usage (Text value)

Why do you want to do "1"? Let me know why, and I should be able to help you even more with it, its more complicated then just saying "disabled"




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