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Posted

Hello. I am new to modding and am attempting to add the Star Destroyer Darkhawk to the Rebel Alliance. However, I can't seem to make it work. Below is the text I added to SPACEUNITSCAPITAL.xml. I was wondering if anyone would mind sifting through it and pointing me to my mistake. I am very eager to learn to mod, but I can't seem to get it quite right.

 

TEXT_UNIT_STAR_DESTROYER_DARKHAWK

Rebel, Planet, Generic_Star_Destroyer_2

Victory_Destroyer Acclamator_Assault_Ship Tartan_Patrol_Cruiser

TIE_Bomber

1

EV_StarDestroyer.ALO

 

5

 

  500

2

 

800

-50

 

1.0

0.999

0.24

Yes

 

true

Armor_Star_Destroyer

Shield_Capital

 

2.1

1.3

Space

Capital

-330.0

0.1

5

.02

.02

 

0.5

Yes

1.

0.3

 

Rebel

1

0

0

1

MonCalimari

60

7500

2000

7500

50

8000

800

capital

yes

Rebel

40

5900

5900

15

Yes

8

 

Rebel_X-Wing_Squadron, 2

Y-Wing_Squadron, 2

5

Rebel_X-Wing_Squadron, 8

Y-Wing_Squadron, 3

 

 

SELECTABLE, DUMMY_STARSHIP

ABILITY_COUNTDOWN, SIMPLE_SPACE_LOCOMOTOR, POWERED, SHIELDED, HIDE_WHEN_FOGGED, REVEAL, TARGETING, UNIT_AI, ASTEROID_FIELD_DAMAGE, SPAWN_SQUADRON, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA

 

Yes

Large_Explosion_Space_Empire

Large_Damage_Space

 

Damage_Normal, Star_Destroyer_Death_Clone

1200.0

2000.0

 

HP_Star_Destroyer_Weapon_FL, HP_Star_Destroyer_Weapon_FR, HP_Star_Destroyer_Weapon_BL, HP_Star_Destroyer_Weapon_BR,

HP_Star_Destroyer_Weapon_ML, HP_Star_Destroyer_Weapon_MR, HP_Star_Destroyer_Shield_Generator, HP_Star_Destroyer_Engines,

HP_Star_Destroyer_Tractor_Beam, HP_Star_Destroyer_Fighter_Bay

 

Unit_Select_Star_Destroyer

Unit_Move_Star_Destroyer

Unit_Fleet_Move_Star_Destroyer

Unit_Attack_Star_Destroyer

Unit_Guard_Star_Destroyer

Unit_Move_Opposite_Star_Destroyer

Unit_Barrage_Star_Destroyer

Unit_Stop_Star_Destroyer

Unit_Asteroids_Star_Destroyer

Unit_Nebula_Star_Destroyer

SFX_Asteroid_Detonation

 

HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Star_Destroyer

HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Star_Destroyer

HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Star_Destroyer

HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Star_Destroyer

HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Star_Destroyer

HARD_POINT_ENGINE, Unit_HP_ENGINES_Star_Destroyer

 

Unit_Star_Destroyer_Idle_Engine_Loop

 

HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Star_Destroyer

HARD_POINT_WEAPON_MISSILE, 

HARD_POINT_WEAPON_TORPEDO, 

HARD_POINT_WEAPON_ION_CANNON, Unit_Lost_Ion_Star_Destroyer

HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Star_Destroyer

HARD_POINT_ENGINE, Unit_Lost_Engines_Star_Destroyer

HARD_POINT_GRAVITY_WELL,

HARD_POINT_FIGHTER_BAY, Unit_Lost_Bay_Star_Destroyer

HARD_POINT_TRACTOR_BEAM,

HARD_POINT_ENABLE_SPECIAL_ABILITY,

 

Unit_Star_Destroyer_Death_SFX

       

EHD_Build_Vehicle

EHD_Unit_Canceled

Unit_Complete_Star_Destroyer

 

Unit_Star_Destroyer_Idle_Engine_Loop

Unit_Star_Destroyer_Moving_Engine_Loop

Unit_Star_Destroyer_Cinematic_Engine_Loop

 

Capital | AntiFrigate

i_button_imperator.tga

EV_StarDestroyer_hulk.ALO

2300

0 0 0

45

yes

Yes

True

 

1000.0

0.0

400.0

5.0

Capital

 

Yes

i_radar_capital_ship_empire.tga

1.0

1.0

 

 

     

     

            TRACTOR_BEAM

            SPEED_MULTIPLIER, 0.8f

            SD_Tractor_Beam_Attack_Ability

            20

            Unit_Tractor_Beam_Star_Destroyer

Unit_Star_Destroyer_Tractor_Beam

     

 

 

 

     

            User_Input

            Transport | Corvette | Frigate

            Millennium_Falcon

           

            10

            1000

 

 

           

            0.45

            0           

     

 

 

 

TEXT_TOOLTIP_STAR_DESTROYER_DARKHAWK

TEXT_ENCYCLOPEDIA_CLASS_CAPITAL

45000

 

5200

35

Tactical_Units

 

 

Thanks to any that can help me out. And, if it makes any difference, I am hoping for this to work in both Campaign and GC.

Posted

MonCalimari

 

You misspelled Calamari. So it's currently buildable no where. Remove if you want it to be buildable anywhere, or correct spelling to make it available on MC only...

Posted
TEXT_UNIT_STAR_DESTROYER_DARKHAWK

      Rebel, Planet, Generic_Star_Destroyer_2

 

This is a good cause.  If you don't have that entry in your master text file, then it won't work.  The starting forces thing SHOULD NOT BE THERE AT ALL.

 

Also, you need to make a variant for it.  Add this to your file:

Generic_Star_Destroyer_2

4

 

HP_Star_Destroyer_Weapon_FL, HP_Star_Destroyer_Weapon_FR, HP_Star_Destroyer_Weapon_BL,

HP_Star_Destroyer_Weapon_BR, HP_Star_Destroyer_Weapon_ML, HP_Star_Destroyer_Weapon_MR,

HP_Star_Destroyer_Shield_Generator, HP_Star_Destroyer_Engines,

HP_Star_Destroyer_Tractor_Beam, HP_Star_Destroyer_Fighter_Bay

4

 

Use the Rebel star destroyer thing for when you put your units in.  That will help alot of things.  Hope htis works for you, even if I dnon't like seeing rebel scum with Imperial Capital Ships.

 

Edit: also, yes, the Calamari thing could be a problem too.

http://i12.photobucket.com/albums/a245/loverdog/pffuserbar1.jpg

http://i74.photobucket.com/albums/i276/At-At_controller/leetspeak4cz1jr.gif

 

Posted

This is a good cause.  If you don't have that entry in your master text file, then it won't work. 

 

Not true, in my experience. A missing text entry generates text that says [MISSING] in my game. Never had anything fail because of it, to my knowledge. I generally don't both to install master dat files in mods because there's no way to combine them, and I've made some modifications of my own to it.

 

I have no idea what the starting forces line is. I've never seen that anywhere.

Posted
MonCalimari is the correct spelling.  If you look around, you will notice that one of the programmers spelt it wrongly and it's the word you need to use to enable its construction there.

EAW: Star Wars Realism v3.0 - a mod that improves the realism, balance & gameplay from the default EAW Space Combat & Space Skirmish.  Introduces a FLEET! Deathmatch mode.

 

http://pff.swrebellion.com/index.php?topic=2763.0

http://www.lucasforums.com/showthread.php?t=161089

 

EAW: Tactical Command - a Space Skirmish mod that seeks to bring tactics to EAW.  Also introduces Scenario play.

 

http://pff.swrebellion.com/index.php?topic=3136.0

http://www.lucasforums.com/showthread.php?t=162569

Posted

Not true, in my experience. A missing text entry generates text that says [MISSING] in my game. Never had anything fail because of it, to my knowledge. I generally don't both to install master dat files in mods because there's no way to combine them, and I've made some modifications of my own to it.

 

I have no idea what the starting forces line is. I've never seen that anywhere.

 

Oh.  Well, I guess one of my combo mods screwed up from something else....

 

No way to combine them? What the heck are you talking about?  I do it all the time.  It doesn't matter if you want to uncombine them, because it doesn't really effect anything, and you'll have those entries if you ever want to use them again.  All you have to do is open them both up, copy a line from the mod you want to copy, hit insert string on the one you use now, and copy the line from the edited one into your own.  That's it. 

 

The starting forces line should go in Campaigns_singleplayer, and pretty much any other file that has Campaign in it.  If it is outside that file

http://i12.photobucket.com/albums/a245/loverdog/pffuserbar1.jpg

http://i74.photobucket.com/albums/i276/At-At_controller/leetspeak4cz1jr.gif

 

Posted

I should have said no easy way to combine them. Yes, you can manually copy entries over and leave them in, but I usually don't bother unless I'm incorporating the mod into my own personal game.

 

I stand corrected on MC spelling. It's Calamari as displayed in the game, but someone misspelled it in the PLANETS file. I wonder if they remembered to misspell it everywhere else, of if some things aren't working due to inconsistency...

Posted

OK, thanks, that worked, but I have a couple of questions.

 

1. For some reason, two versions of the Darkhawk are showing in the construction bar. They look the exact same, and are right next to each other.

 

2. Is there any way to make this a unique unit? For example, is there a line of code that would make it so that only one of these can be present in the galaxy at any given time, but replacements could be constructed?

 

3. In the interest of learning, what was the variant code for?

Posted
The only way I imagine you could make it unique and one of a kind and rebuildable would be to make it like a Hero Ship.
"The attack on me by the Jedi has left me physically deformed. But, my Resolve has never been Stronger"Palpatine
Posted

I don't know why you have two build tabs showing but to make a unique and a buildable rebel star destroyer you need to create variants.

 

      Generic_Star_Destroyer_2

      TEXT_UNIT_STAR_DESTROYER_REBEL

      TEXT_TOOLTIP_STAR_DESTROYER_REBEL

      4

 

Add this to your uniqueunits.xml file:

 

      Generic_Star_Destroyer_2

      TEXT_UNIT_DARK_HAWK

      TEXT_TOOLTIP_DARK_HAWK

      99

     

 

The tech level 99 means that it cannot be built, and will only appear if you place it in one of the campaign xml files. It will mean there is one and only one. If its lost in battle, its gone for the duration. If you go down the road of making it a hero transport, then it will respawn like hero's do but this is a bit more complex to achieve.

 

Rebel, Planet, Dark_Hawk

 

You will need to make the relevant dat file entries for STAR_DESTROYER_REBEL and DARK_HAWK unless you want [MISSING] appearing when you put the cursor over the items.

 

Tycho

Posted

I should have said no easy way to combine them. Yes, you can manually copy entries over and leave them in, but I usually don't bother unless I'm incorporating the mod into my own personal game.

 

I stand corrected on MC spelling. It's Calamari as displayed in the game, but someone misspelled it in the PLANETS file. I wonder if they remembered to misspell it everywhere else, of if some things aren't working due to inconsistency...

 

Yes, for some reason the Devs spelled moncalimari in all the files except the planet name text entry, where it says Mon Calamari. Likely they misspelled it during the development process, and instead of correcting all the entries (which would probably be near impossible to find all of them), they just changed the text entry in the master text file.

http://i61.photobucket.com/albums/h65/NightshadowDragon/RyuuKageSIG.jpg

 

http://i61.photobucket.com/albums/h65/NightshadowDragon/AoSW-JCW_Banner.jpg

Posted

Yes, for some reason the Devs spelled moncalimari in all the files except the planet name text entry, where it says Mon Calamari. Likely they misspelled it during the development process, and instead of correcting all the entries (which would probably be near impossible to find all of them), they just changed the text entry in the master text file.

actually, all it would need is a search of the source code files. it's really easy, all they have to do is use something like grep. i've seen mistakes like this in other games too, and i mean obvious and rediculous typos that make it through production. it's sloppy coding, bad methodology, using coders that aren't familiar with what they are programming (non die hard fans ::)) and well a result of being rushed.

 

in contrast, find a superb game that mods great, and you'll find it to be impeccable. now that's good game making

Posted

Thanks again all. I'm gonna play around with the hero idea, but I'd mostly be grasping at shadows. If nothing else, it'll be interesting to watch.  ;D

 

Did the text files already, and I intend to mess with is a little more when I get home.

 

One more question that's more game related than mod related: If I modded in a Hero unit, would it simply appear in my current campaign, or would it have to be added to starting forces?

Posted

I found that when i added in Mara, Tani, Xizor, and Kyle from the mods found in this forum, putting them as starting units in the campaign files didn't work for me.

 

For Galactic Conquest, I got them to spawn like the other heros do by modifying the story_sandbox files, and story_empire/rebel_ai_heroes.xml. Then you can control at what tech level they spawn.

 

Tycho

Posted

I used ther hero name initially, then decided to switch to company name when i saw thats how the sandbox story files worked. Then i never went back to adding them as starting units. So i'm guessing from your question that adding the units as hercompany name will in fact allow them to be added to campaign start positions.

 

Tycho

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