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View Full Version : [How-To] Creating Mixed-Unit Squads



Croaxleigh
7th Mar 09, 9:21 AM
I had originally started writing this as a comment in Newcomer's "How To Increase Squad Size (http://forums.relicnews.com/showthread.php?t=217558)" tutorial, but decided that it'd be a bit better served as a tutorial all its own. It's a fairly easy bit of modding to do that allows for things like mixed squads or even command squads in both SP and MP.

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Skill Level: Novice

Prerequisites: None

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It should be noted that unlike DoW, in DoW2 it's possible to have more than one type of unit in a squad as well. Use the same piece of code to add more units to your squad to make a mixed squad type.


| | | squad_loadout_unit_entry: {
| | | | $REF: "squad_loadout_unit_entry";
| | | | max: 5;
| | | | num: 5;
| | | | type: "ebps\pvp\race_eldar\troops\eld_guardian";
| | | };
This entry is what sets the number of the specific unit that appears in the squad, but you can have more than one of these entries within the unit list. Just copy/paste this same bit of code within the unit list and change the "type" entry to whatever you want the new unit to be.

An example, still using the Guardian squad. Let's say that GW releases a new Eldar codex that gives Guardians the ability to take attack kittens as squad mates, and Relic releases kittens as DLC units. It would be an easy matter to add the kittens to the Guardian squads themselves. All that you need to do is open the Guardian squad's .rbf file and locate the following:


| squad_loadout_ext: {
| | $REF: "squad_extensions\squad_loadout_ext";
| | max_leaders: 0;
| | squad_type: "scout_marine";
| | terminator_mode_sbp: "";
| | unit_list: {
| | | squad_loadout_unit_entry: {
| | | | $REF: "squad_loadout_unit_entry";
| | | | max: 5;
| | | | num: 5;
| | | | type: "ebps\pvp\race_eldar\troops\eld_guardian";
| | | };
| | };
| };
Now copy and paste the squad_loadout_unit_entry section, creating 2 instances of it.


| squad_loadout_ext: {
| | $REF: "squad_extensions\squad_loadout_ext";
| | max_leaders: 0;
| | squad_type: "scout_marine";
| | terminator_mode_sbp: "";
| | unit_list: {
| | | squad_loadout_unit_entry: {
| | | | $REF: "squad_loadout_unit_entry";
| | | | max: 5;
| | | | num: 5;
| | | | type: "ebps\pvp\race_eldar\troops\eld_guardian";
| | | };
| | | squad_loadout_unit_entry: {
| | | | $REF: "squad_loadout_unit_entry";
| | | | max: 5;
| | | | num: 5;
| | | | type: "ebps\pvp\race_eldar\troops\eld_guardian";
| | | };
| | };
| };
Finally, make necessary changes to the newly pasted entry. As everyone knows, Guardian squads can only take 2 kittens so we'll adjust the loadout as well.


| squad_loadout_ext: {
| | $REF: "squad_extensions\squad_loadout_ext";
| | max_leaders: 0;
| | squad_type: "scout_marine";
| | terminator_mode_sbp: "";
| | unit_list: {
| | | squad_loadout_unit_entry: {
| | | | $REF: "squad_loadout_unit_entry";
| | | | max: 5;
| | | | num: 5;
| | | | type: "ebps\pvp\race_eldar\troops\eld_guardian";
| | | };
| | | squad_loadout_unit_entry: {
| | | | $REF: "squad_loadout_unit_entry";
| | | | max: 2;
| | | | num: 2;
| | | | type: "ebps\pvp\race_eldar\troops\eld_kitten";
| | | };
| | };
| };
Now save your file and launch the game. When you build your Guardian squads you'll not only have Eldar Guardians but you'll also have 2 cute little fluffy balls of clawed death ready and waiting to tear your enemies to shreds.

Have fun!

Jes
7th Mar 09, 12:38 PM
Attack Kittens, Woooooooo! :D

XViper
7th Mar 09, 6:50 PM
Awesome, thanks dude :)
Question though.
How does this work in terms of actually reinforcing the additional unit?

From what you've put there, the kittens would be in the squad from the start? When the squad lost the kittens, would you be able to build them seperately or would they reinforce as normal with the rest of the squad?

How would you go about making them work like Sergeants or Exarchs.
and while on that topic, why isn't the Warlock in that list of allowable units in the squad?

Zetrial
7th Mar 09, 7:05 PM
The warlock is stored as an upgrade for the unit, anything in the load out section will be there from the get go and reinforce like any other soldier in the group.

And this whole thread reminds me of a conversation I had with someone once Croax :P.

jakewedding
12th Mar 09, 8:25 PM
if im right and this should act like COH
when you have a squad of say... 3 volksgrenaidiers and 2 Officers and you lose all but 1 Volks then when he gets back to the HQ he gets renforece like there all the same and so no troble

Damm hard to explane :bonnet:

guardsman lover
24th Mar 09, 5:48 PM
Hmm, then how do people do it so that in campaign each squad has different marines with different weapon loadouts and the ability to switch weapons when their leaders change weapons?

I'm planning on making a personal unfluffy mod that...is...well...yeah.