Ok, I have only two questions:
1. How do I make it so I can add more models into the Map Editor so I could have stuff like Lucrehulks and the complete Eclipse in a map?
2. How do I make it so that the game waits longer before it starts the battle that shows on the main menu screen over again? Because it's not enough time for more than 2-3 ships to be destroyed. (It's DEFINITLY not enough time to even destroy one of a Executor Star Dreadnought's hardpoints)
The map editor only recognizes models, textures, and xml objects, that are contained in the Swfoc/data folder. In the data folder you should put models in the /models/ folder, textures in the /texture/ folder, and xmls in the, you guessed it, the /Xml/ folder. That is the only way to get them in the editor, it will not recognize game objects in the /mods/ folder. If you look in the gameconstants.xml..... Demo_Attract_Kamino.ted 3600 1200 This is where you can make it run longer, which map to play(you can have more than one map, just separate them with a ",") how long to let it play before cycling it to the next one.
So, should I copy everything in the mod I want to use in the Map Editor into the Data folder, but leave it the orginals in the mod folder to be safe?
Yes the models, and textures, in their appropriate folders. But you also need the coding for the unit as well.
It's working now.
The text files that came with the Editor were messed up somehow, so I can't read them. So I need to know what the "Spawns Garrisons" check button in the object's profile box does.
Also, how do I make it so that the Death Star is actually in the battle without having to bring it in with a fleet? (Like, the Death Star is in the background and working?) The one in the SpaceUnits doesn't do anything but sit there and look big.
The death star marker is different than the actual death star unit. Just place the unit in the map, and change the affiliation. The editor uses the mastertext_english.dat found in the config.meg file. You'll need to copy the file from the mod your taking the models from and put it in data\text\ folder. You can disable the spawning ability of a building by unchecking the spawn garrison box.
Nonono, I mean those three text documents that came with the Map Editor Download (I think they're supposed to be the instructions). Those documents are all messed up, so I have pratically no way to read them (except for the few lines that are in English).
And I had used the actual unit, it did nothing but sit there. It was set to Empire, too........ it didn't work. I can try again, though.
The death star is coded to fire on planets, you need to edit its abilities to allow it to blow up ships, also it doesn't move like normal units, it has a special behavior called TACTICAL_SUPERWEAPON which allows it to start far from a target and move overriding max speed, you need to put in SIMPLE_SPACE_LOCOMOTOR I think to get it to move normally, and probably SELECTABLE, POWERED and maybe remove IDLE, this might make it work in skirmish, but may mess it up in GC, so I suggest making a new unit for skirmish with something like this for its coding: Death_Star SELECTABLE, POWERED, SHIELDED DUMMY_STARSHIP, SIMPLE_SPACE_LOCOMOTOR, NEBULA, SPAWN_SQUADRON, ION_STUN_EFFECT
Sorry. I'm using the Death Star II........ I forgot that part.
Ok, I'm having another problem.......... I made a planet, but I only want it to be accessible from one other planet.
Is it possible to do this?