trooper918 Posted March 15, 2006 Posted March 15, 2006 Hi guys, It has always bothered me that the Emperor doesn't get to have an Imperial Elite Guard when he lands on a planet. It really seems like he wouldn't go down alone, he'd get some of those awesome red-cloaked guardsmen to accompany him. So I tried to make a mod that does this, but I can't get the Emperor and his Guard to apper as one selectable unit, like the field commanders do. Maybe this is because the Emperor has his two force power?
Mikan Cyclone Posted March 15, 2006 Posted March 15, 2006 In herocompanies.xml, you need to add them to . They're in groundindigenous.xml, me thinks. http://i12.photobucket.com/albums/a245/loverdog/pffuserbar1.jpghttp://i74.photobucket.com/albums/i276/At-At_controller/leetspeak4cz1jr.gif
Malikovski Posted March 15, 2006 Posted March 15, 2006 Look at the CONTAINERS.XML file to see how infantry squads are formed, and then look how CONTAINERS.XML interacts with GROUNDINFANTRY.XML and GROUNDCOMPANIESEMPIRE.XML. Those three files all contain data that does into ground units. To get the emperor to have guards, you would have to modify the file that defines him. It can probably be done, looking at the first three files I mentioned to see the syntax for how multiple-man units are formed. Experiment. It's probably possible, since multiple person heros (e.g. R2 and C3PO) are in the game.
DragonShadow Posted March 15, 2006 Posted March 15, 2006 I'm not sure hero squads are editable. I tried giving Darth Vader a twelve-unit TIE fighter squadron, and it didn't do anything. http://i61.photobucket.com/albums/h65/NightshadowDragon/RyuuKageSIG.jpg http://i61.photobucket.com/albums/h65/NightshadowDragon/AoSW-JCW_Banner.jpg
Mikan Cyclone Posted March 15, 2006 Posted March 15, 2006 It would explain why Dodonna wasn't working for me before I found he wasn't editable.... http://i12.photobucket.com/albums/a245/loverdog/pffuserbar1.jpghttp://i74.photobucket.com/albums/i276/At-At_controller/leetspeak4cz1jr.gif
Tulon Posted March 15, 2006 Posted March 15, 2006 trooper918 said: It has always bothered me that the Emperor doesn't get to have an Imperial Elite Guard when he lands on a planet. Just a side note - you're referring to the Royal Guards. Imperial Guards are the ones responsible for keeping the peace on urbanized Core Worlds (also known as Coruscant Guards if they're deployed on Imperial Center). Other than that I'll keep an eye on this thread. Having the heroes bring some henchmen with them is a great idea. A few normal Stormtroopers as escort for Vader and Mara would be cool, too. Good luck with your idea.
DragonShadow Posted March 15, 2006 Posted March 15, 2006 Yeah. My mod requires the ability to bring henchman. Then again, I'm making a new unit, so maybe it'll work. http://i61.photobucket.com/albums/h65/NightshadowDragon/RyuuKageSIG.jpg http://i61.photobucket.com/albums/h65/NightshadowDragon/AoSW-JCW_Banner.jpg
trooper918 Posted March 16, 2006 Author Posted March 16, 2006 So by copying the logic for the Field Commander and the Abilities stuff from R2/C3P0 (I didn't think of that before because I never play the damn rebels), I can get a squad of Royal Guardsmen to land with the Emperor. There are two problems though. First, the Emperor is one unit and the squad of guards are another. I want them to be like the Field Commander and appear as one unit. My guess is that I need a new Guard infantry unit with Yes set on it (Palpy might need this flag too, I don't know). Which can happen tomorrow, I'm done for tonight after spending a couple hours trying to find a crash bug that turned out to be a badly-formed comment (I hate XML). Might also be related to Palpy's abilities and the Guardsmen's lack thereof. The second problem, which I haven't even tried to deal with yet but am asking about because someone here might have handled it already, is that they don't appear in formation. Ideally there would be some sort of phalanx around the Emperor but they just land in a jumbled mess. Thanks everyone for suggestions.
Mikan Cyclone Posted March 16, 2006 Posted March 16, 2006 The offsets have to do something with the formation, but I don't really know. There is an animation of them walking out of the shuttle followed by the Emperor (Empire Victory cinematic). Did you change the Max squad size? That might be the problem http://i12.photobucket.com/albums/a245/loverdog/pffuserbar1.jpghttp://i74.photobucket.com/albums/i276/At-At_controller/leetspeak4cz1jr.gif
Malikovski Posted March 16, 2006 Posted March 16, 2006 trooper918 said: First, the Emperor is one unit and the squad of guards are another. I want them to be like the Field Commander and appear as one unit. CONTAINERS.XML is the answer. You need to create a team (container in game syntax) for your new Emperor unit, then tell them to form a team in the hero XML file. Have a look at the containers file. You'll see teams for C3P0/R2 and the field commanders. Examine how containers interact with companies and it should work.
trooper918 Posted March 16, 2006 Author Posted March 16, 2006 Malikovski said: CONTAINERS.XML is the answer. You need to create a team (container in game syntax) for your new Emperor unit, then tell them to form a team in the hero XML file. Have a look at the containers file. You'll see teams for C3P0/R2 and the field commanders. Examine how containers interact with companies and it should work. Already did that, that's what I meant by copying the FC logic. What I have now is the Emperor_Palpatine_Team HeroCompany spawning a Royal_Guard_Team Container of appropriate size with Palpy and some Imperial_Elite_Guard Indigenous_Units in it. It's basically a direct clone of the FC with tweaked numbers and some Abilities logic in the style of R2/C3P0. As far as I can tell, the only thing that's really different from the FC, beyond abilities, is the individual units not having the Create_Team flag (the FC's guards do, haven't bothered to look at the FC himself yet). Meh, I'll dig more tomorrow.
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