Unkn0wn
14th Apr 09, 6:10 AM
Here's a step by step guide on how to create your very own panzerkrieg map. Note that for simplicity's sake we are creating a 'typical' panzerkrieg map for 3vs3 purposes with no custom modifications made to Relic's original code as used in Relic's Industry map.
1. Open your RelicCOH.module and change the following
[attrib:common] folder = archive.01 = WW2\Archives\AttribArchive
to
[attrib:common] folder = archive.01 = CoH\Ops\Archives\OPSAttribArchive
archive.02 = WW2\Archives\AttribArchive
Keep a backup of your original RelicCOH.module or manually change it back when you intend on playing again. You only need this line in place for some objects to be visible within the WB.
2. In your Company of Heroes/Coh/OPS folder create the following new folders: Data/Scenarios/mp/ops/panzerkrieg. This is where you Panzerkrieg maps will have to be saved to (or moved to if you're using an existing map)
3. Download the panzerkrieg code files here:
http://forums.relicnews.com/showthread.php?t=221663
and rename the 2 files as instructed.
4. By default the panzerkrieg code you downloaded is created for 3vs3, since each team has an AI player however you will need to facilitate 8 players on your map
Every player will need his own map_entry_point found under ebps/gameplay. Every entry point will also need its own Entity Group assigned to it. Player 1's map entry point will need to be in entitygroup: eg_Entry1 . Player 2's map entry point in eg_Entry2, etc etc (all the way up to 8)
5. Every player will also need his own starting_position_sp assigned to him. These starting positions do not need an Egroup
6. Every faction needs a 'control point' to define their starting territory. The entity we use is sp_invisible_control_structure. The control point needs to be assigned to the team's AI player ( Player 4 for team 1, player 8 for team 2)
Every control point also needs its own egroup
-- eg_AlliesControlPoint (Team 1, assigned to player 4)
-- eg_AxisControlPoint (Team 2, assigned to player 8)
7. You will also need to provide every team with their own pantherturm(s) for base defenses. These are found in The entity we use for the Defense is ebps\environment\art_ambient\objects\defenses\ums_tankwars_pantherturm and need to be assigned to the AI player of that team just like the control points.
These defenses also need their own egroup:
-- eg_AlliesDefense
-- eg_AxisDefense
Note that you can and will likely have to assign multiple pantherturms to each team's egroup and AI player to provide proper base defenses.
8. Since the map we are creating is one that will use a mortar bunker, we will have to place one on the map. You will need to use the entity ebps\environment\art_ambient\objects\defenses\concrete\ums_mortar_bunker_tank_wars.
You will also have to assign the mortar bunker to its own egroup:
-- eg_MortarBunker
9. Next up is placing 3 victory points on the map, for this we will need the following victory points found under ebps/gameplay:
1. ums_tank_wars_victory_point_mortar
2. ums_tank_wars_victory_point_reinforcements
3. ums_tank_wars_victory_point_radio_tower
Each one of these VPs will also need their own egroup assigned to it:
1. eg_VP1
2. eg_VP2
3. eg_VP3
Note that Victory points have to be assigned to the proper VP numbered egroup as listed aboveelse they will not function properly!!!
10. We will also need to provide each team with their own repair station. The allied one is found in ebps/races/allies/buildings/2nd_Motorpool_tankwars. The axis one is found in ebps/races/axis/buildings/Batallion_Support_Building_Tankwars
Assign each repair station to that team's AI player.
Provide each repair station with its own egroup:
-- eg_repair_allies
-- eg_repair_axis
11. Every panzerkrieg map also has munitions points, these are found under ebps/gameplay and are named Tankwars_munition_point_high. Just for reference: Relic used 5 of these points on their map.
12. Last step is sectoring up your map. Note that both the tank wars control points and victory points determine territory, together with the munition points.
You could simply calculate voronoi although it's very much advised that you paint these sectors manually. For a how to on that you will need to look for those specific tutorials.
If you have done all of the above properly, your map should now show up and run fine in -dev mode! Now you'll just need to package it up if you want to share it with others.
Enjoy!
1. Open your RelicCOH.module and change the following
[attrib:common] folder = archive.01 = WW2\Archives\AttribArchive
to
[attrib:common] folder = archive.01 = CoH\Ops\Archives\OPSAttribArchive
archive.02 = WW2\Archives\AttribArchive
Keep a backup of your original RelicCOH.module or manually change it back when you intend on playing again. You only need this line in place for some objects to be visible within the WB.
2. In your Company of Heroes/Coh/OPS folder create the following new folders: Data/Scenarios/mp/ops/panzerkrieg. This is where you Panzerkrieg maps will have to be saved to (or moved to if you're using an existing map)
3. Download the panzerkrieg code files here:
http://forums.relicnews.com/showthread.php?t=221663
and rename the 2 files as instructed.
4. By default the panzerkrieg code you downloaded is created for 3vs3, since each team has an AI player however you will need to facilitate 8 players on your map
Every player will need his own map_entry_point found under ebps/gameplay. Every entry point will also need its own Entity Group assigned to it. Player 1's map entry point will need to be in entitygroup: eg_Entry1 . Player 2's map entry point in eg_Entry2, etc etc (all the way up to 8)
5. Every player will also need his own starting_position_sp assigned to him. These starting positions do not need an Egroup
6. Every faction needs a 'control point' to define their starting territory. The entity we use is sp_invisible_control_structure. The control point needs to be assigned to the team's AI player ( Player 4 for team 1, player 8 for team 2)
Every control point also needs its own egroup
-- eg_AlliesControlPoint (Team 1, assigned to player 4)
-- eg_AxisControlPoint (Team 2, assigned to player 8)
7. You will also need to provide every team with their own pantherturm(s) for base defenses. These are found in The entity we use for the Defense is ebps\environment\art_ambient\objects\defenses\ums_tankwars_pantherturm and need to be assigned to the AI player of that team just like the control points.
These defenses also need their own egroup:
-- eg_AlliesDefense
-- eg_AxisDefense
Note that you can and will likely have to assign multiple pantherturms to each team's egroup and AI player to provide proper base defenses.
8. Since the map we are creating is one that will use a mortar bunker, we will have to place one on the map. You will need to use the entity ebps\environment\art_ambient\objects\defenses\concrete\ums_mortar_bunker_tank_wars.
You will also have to assign the mortar bunker to its own egroup:
-- eg_MortarBunker
9. Next up is placing 3 victory points on the map, for this we will need the following victory points found under ebps/gameplay:
1. ums_tank_wars_victory_point_mortar
2. ums_tank_wars_victory_point_reinforcements
3. ums_tank_wars_victory_point_radio_tower
Each one of these VPs will also need their own egroup assigned to it:
1. eg_VP1
2. eg_VP2
3. eg_VP3
Note that Victory points have to be assigned to the proper VP numbered egroup as listed aboveelse they will not function properly!!!
10. We will also need to provide each team with their own repair station. The allied one is found in ebps/races/allies/buildings/2nd_Motorpool_tankwars. The axis one is found in ebps/races/axis/buildings/Batallion_Support_Building_Tankwars
Assign each repair station to that team's AI player.
Provide each repair station with its own egroup:
-- eg_repair_allies
-- eg_repair_axis
11. Every panzerkrieg map also has munitions points, these are found under ebps/gameplay and are named Tankwars_munition_point_high. Just for reference: Relic used 5 of these points on their map.
12. Last step is sectoring up your map. Note that both the tank wars control points and victory points determine territory, together with the munition points.
You could simply calculate voronoi although it's very much advised that you paint these sectors manually. For a how to on that you will need to look for those specific tutorials.
If you have done all of the above properly, your map should now show up and run fine in -dev mode! Now you'll just need to package it up if you want to share it with others.
Enjoy!