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Miguel
15th Sep 09, 6:28 PM
Since I already wrote a fair bit in one of my posts, and considering there is a lack of a simple step-by-step guide to RBF editing and compiling it into a mod, I decided to write this. I hope it encourages the pretty small DoW2 modding community.


Tools
First you need to make sure you have the tools. Get the SGA unpacker, and the RBF converter from HERE (http://code.google.com/p/modstudio2/downloads/list?q=label:Featured). Next get the RBF Converter Helper from HERE (http://www.mediafire.com/?tarzzgttacm) and finally the SGA packer from HERE (http://www.mediafire.com/?ntnitjqnhwv). Make sure you unzip the two into different folders though, and I recommend putting shortcuts to each on your desktop because you'll be using them a lot.


Setting Up
To get started modding, Make a new folder called anything you want (I'll call it <Modname> for now) and put it in the DoW 2 directory. Next, copy-paste the DoW 2.module file, but keeping it in the DoW 2 directory. Rename the module to <Modname>, then open it up using and text editor.

Now change the
ModFolder = GameAssets
to
ModFolder = <Modname>,
as well as changing
folder.01 = GameAssets\Data
to
folder.01 = <Modname>\Data
under the sub-headings of [attrib:common] and [data:common]. You should also fill in the spots up the top with a description etc. Finally, have a lot at the name section:
Name =
This name is the parameter you use to start DoW II with your mod.
I always find that you should name it whatever your module is called, for simplicity's sake.


RBF Info
RBF files are the blueprints to everything appearing in DoW 2. You cannot change everything in the game by modifying RBFs, but you can change all attributes, such as health, energy, abilities, weapons, squad members, sight range, movement speed, and hundreds of useful attributes.

Under the gameattrib archive, there are multiple folders. As a reference:

Ebps means single unit (squad member) attributes. However it can also refer to an entity without a squad, IE a building (but vehicles have squads).
Sbps means squads attributes.
Racebps means all the data about each race.
Upgrade refers to all upgrades any squad can get in multiplayer, including the hero items. However a lot of the effects of the hero wargear are stored in Wargear.
Wargear refers to campaign as well as multiplayer wargear.
Weapons contains all the weapon data. You should only have to fiddle with the stuff in the sub-folder also called "weapon".
Tuning, finally, contains all sorts of useful data to tweak the whole game.


Within this file structure, you will come across the folders:

campaign: which obviously only contains the campaign blueprints
pvp: which refers only to multiplayer
core: which refers to The Last Stand attributes.


If you want more data on individual extensions or blueprint types, have a look Here (http://www.modsrus.com/wiki/doku.php?id=dow2:rbf)


Modifying RBFs
To mod RBFs (attribute files), open up the SGA extractor, and navigate to C:\Program Files (x86)\Steam\steamapps\common\dawn of war 2\GameAssets\Archives.

Open gameattrib.sga, and find the file you want by expanding the folders. Double click it, and look at the extraction path. Here, you should change the “Gameassets/Archives” in the extraction path to <Modname>. Do this for all files you want to modify.

OR

If you're not short of disk space, instead of extracting each RBF individually, you can extract them all at once, and then copy-paste the ones you want to mod into your modfolder. This is faster, and also gives you easy access to lots of RBFs by Relic to use as examples. I recommend opening up the Mod Packer, going to the extract tab, and browsing to Dawn of War 2/Gameassets/Archives/Gameattrib.sga. As the extraction path, select the same archive folder.

Now click extract, and you might have to wait a while. When its done, copy paste each of the files you want to mod into the exact same filepath, except using your modfolder as the base directory. E.G. Something in "GameAssets\Archives\Attrib\simulation\attrib\ability" should be copied to "<Modname>\Attrib\simulation\attrib\ability"


***

Browse to your extracted RBFs using the "batch" convert tool of the RBF converter and double click it.

Now browse using the RBF converter's "open", and open the text file.

You can now make changes to the file. Obviously you can change basic attributes like the movement speed, LOS etc. of an entity (found under EBPs) quite easily. Just make sure to keep the syntax, including an "f" after most numbers, and a semicolon to end each line.

To save your changes, press the "current" convert button.


Advanced Changes
To make more advanced changes, you might want to copy a certain extension from another unit that you have converted. An extension is the one of the parts of all blueprints that you can modularly add on to a blueprint. If you want to copy one, highlight between the line with one pipe "|" and "_ext" on the end, to the bit where the extension ends, where there is one pipe, and a curly bracket "{".


| entity_blueprint_ext: {
This is the start of an extension.

| };
This is the end.

If you copied, for example, the spawner_ext from the sm_hq, and added it to the sm_listening post, then the listening post would be able to build new units and reinforce them.

Finally if you want to create new units, I recommend copying a similar unit's RBF and the converted text file, renaming it to whatever you're calling the new unit, and then editing it.


UCS Values
Another thing you'll need for RBF editing is knowing how to use UCS values. Basically, just browse to Gameassets>Locale>Yourlanguage and copy-paste the DoW2.ucs.

Rename it to exactly the same thing as your module file, and then open it and delete everything. Now you can add some of your own values, by choosing a number way higher than the ones in the DoW2.ucs, but not more than 9 digits (I think). Now add whatever text you are going to be using in your mod.


Example
As an example, if you were making a veteran marines squad, you'd probably copy the EBP of the tactical marines', both RBF and TXT, then edit both filenames to have a different name. You would also want to copy the SBP of the tactical marines squad.

You'd then go to UI_ext, and edit the screen name of the EBP to a UCS number with "Veteran Marine" next to it, and the screen name of the SBP to a UCS with "Veteran Marine Squad" and the help text to a number with "A squad hardened to battle that can decimate infantry" (or be more creative than me).

Then make sure under squad_loadout of the SBP, change the type to the filepath of the EBP of the veteran marines.

Then you can make changes to either of them. Obviously you might increase the HP (in the EBP) and energy (in the SBP).


Testing
To test your mod, make sure all the modified Text files have been batch converted back to RBFs. Finally, all you need to do to get DoW 2 to run the mod, is open steam, click My Games right click on Dawn of War 2, click Properties, click Launch Options, and type

-dev -modname <yourmodname>
The modname should be what you set in the module,
Name = <yourmodname>


Packing into an SGA

Well if you're making a mod for others to play, you'll need to compile the data into an SGA.

To do this, open the SGA archive tool, and then, if you only have attrib files in your mod, open the SGA Archiver, and browse to your simulation folder as the input. Choose archive type - attrib, choose a name like "MyModAttrib", and set the output to wherever.

Press create SGA. At this point you should probably back up the non-SGA data files somewhere.

Next copy the newly-created SGA into your modfolder and delete all the old files.

You will now have to change the directory in your module under attrib to "<Yourmodname>.sga" rather than <Yourmodname>/data/attrib or wherever you've set it.


[attrib:common] folder.01 = <Yourmodname>\Data\Attrib
to


[attrib:common] folder.01 = <Yourmodname>\MyModAttrib.sga

Finally to run the mod, take the -dev out of the launch properties in steam.

That's all. Thanks for reading. Feel free to tell me how to make it easier to understand/more correct.

Choongjing
16th Sep 09, 11:02 AM
This is some tight stuff man, nice job.

Anthlacker
16th Sep 09, 1:46 PM
awesome ^^

Miguel
22nd Sep 09, 2:01 AM
Also to any moderators out there, I think this thread would be more useful in the "Modding How-To's and Tutorials" section.

smeckma
22nd Sep 09, 7:06 PM
Good job.

Croaxleigh
24th Sep 09, 10:27 AM
Moving to How-To's and Tutorials. In the future, feel free to drop a moderator a PM and ask them to move it for you... it'll speed things up instead of just waiting for one of us to see the thread or get tipped off by someone else. *smiles*

cain19822004
27th Sep 09, 7:41 PM
This is going to sound REALLY dumb, but which program do I use to open the .module, or is it just a text editor?

Miguel
27th Sep 09, 7:47 PM
Just the text editor. I've added it to the OP also.

cain19822004
27th Sep 09, 8:37 PM
Thanks man. :D

Aww, man, do I really suck, or what? I've figured out how to extract from .sga to .rbf, but I can't open up the .rbf file with either of the rbf programs you suggested, RbfConv_080309 won't run at all, and RBFConv Shell_v0.1.4 won't open rbf files, what am I doing wrong?

Miguel
27th Sep 09, 10:24 PM
Don't worry, its just that DoW 2 modding isn't as simple as it could be.

Just put the RBFConv in the same folder as the RBFConv Shell, and then open the RBFConv Shell and go Convert>Batch. Select all the files you want to change and press enter. Now open a file with File>Open, edit it, and press Convert>Current to save the RBF.

It was all there, under Modifying RBFs though, I dunno how you missed it.

Miguel
28th Sep 09, 3:37 AM
Removed. I found that post wasn't in the right thread, I though I had deleted it. :rofl:

cain19822004
28th Sep 09, 5:27 AM
Ah ha, thanks man, I'll try that shortly.

And anyway, something tells me that last post wasn't meant for in this thread Miquel. lol.

debalik
28th Sep 09, 7:12 AM
hello there,
i am a great fan of dow2 and i badly want to introduce the ig in it.is there any chance of it??if yes then please reply in a detailed step by step procedure as i am a newbie in dow2 modding(i know nothing although i have enough experince in coh and dow/dow ss,dc,wa).please help me

cain19822004
28th Sep 09, 7:29 AM
There are already two mods that bring the Imperial Guard to the fore, one as a Single Player Campaign alteration, the other as a Multi-Player Faction, perhaps you'd like to have a look, see if you can help the authors

Men of the 89th: http://forums.relicnews.com/showthread.php?t=232813

Imperial Guard Multi-Player Faction Mod: http://forums.relicnews.com/showthread.php?t=224686

I hope this helps. :)

debalik
2nd Oct 09, 7:06 PM
hello sir miguel,can you tell me how to launch the mod if i am using windows xp??

miguel,could you please tell me how to launch the mod in windows xp

Miguel
2nd Oct 09, 7:38 PM
Launching a mod with XP should be the same as the tutorial explains. I'm not sure if you mean your mod or someone else's, but just open steam, click My Games right click on Dawn of War 2, click Properties, click Launch Options.

If the mod is one that uses SGAs (there are some SGA files in the mod folder), then you just need to type into the box "-modname themodname." without the quotes, and substituting themodname with what the name is stated as in the module file. Now press OK.

If the mod if one that you've made, or if its someone else's but it doesn't use SGAs, then you'll also need to type -dev after the -modname part.

Now just start DoW 2. Next time just read the part that says Testing in my tutorial.

Old Painless
22nd Nov 09, 7:50 AM
Its worth noting that the RBF converter and SGA reader share an identicaly named file which has different contents and as such should be extracted to different folders or they will stop each other working, whichever is extracted last will overwrite the first and stop it working properly.

Miguel
22nd Nov 09, 2:49 PM
You mean rainman.dll? Both are the same library, so you can replace one with another since they identical.

Old Painless
23rd Nov 09, 5:25 AM
The DOW modding wiki doesnt agree, mine didnt work either.

Chaos Godstone
23rd Nov 09, 11:40 AM
Originaly posted by Old Painless

Its worth noting that the RBF converter and SGA reader share an identicaly named file which has different contents and as such should be extracted to different folders or they will stop each other working, whichever is extracted last will overwrite the first and stop it working properly.

Your right and ...


Originaly posted by Miguel

You mean rainman.dll? Both are the same library, so you can replace one with another since they identical.


Originaly posted by Old Painless

The DOW modding wiki doesnt agree,...

neither does Corsix (http://forums.relicnews.com/showthread.php?t=216883).

Miguel
24th Nov 09, 12:25 AM
I stand corrected then. I'll change the post.

Ascendant
9th Dec 09, 6:22 PM
Ok people I have a problem and need help. Im trying to alter a .rbf file via text format but it aint working. The file is sm_heavy_bolter_turret_left.rbf and it converts to a .txt file just fine but when I alter the text file and try to save it, I get a conversion error that looks something like this (and this is the entire conversion history):

-i "C:\Program Files (x86)\Steam\SteamApps\common\dawn of war 2\GameAssets\Archives\Attrib\simulation\attrib\weapons\weapon\campaign\playable\race_marine\sm_heavy_bolter_turret_left.rbf" -o "C:\Program Files (x86)\Steam\SteamApps\common\dawn of war 2\GameAssets\Archives\Attrib\simulation\attrib\weapons\weapon\campaign\playable\race_marine\sm_heavy_bolter_turret_left.txt" -p "|" at 09/12/2009 6:24:50 AM

C:\Program Files (x86)\Steam\SteamApps\common\dawn of war 2\GameAssets\Archives\Attrib\simulation\attrib\weapons\weapon\campaign\playable\race_marine\sm_heavy_bolter_turret_left.txt saved at 09/12/2009 6:25:23 AM

Error code -10 when converting C:\Program Files (x86)\Steam\SteamApps\common\dawn of war 2\GameAssets\Archives\Attrib\simulation\attrib\weapons\weapon\campaign\playable\race_marine\sm_heavy_bolter_turret_left.txt at 09/12/2009 6:25:25 AM

__________________________________________

This is what I edited in the file (the bolded stuff is what I changed):

-- Made by Corsix's Crude RBF Convertor
{
| weapon_bag: {
| | aim_at_windows: false;
| | anim_table: {
| | | firing_crouch_chance: 0f;
| | | firing_crouch_delay: 0.1f;
| | | on_equip: {
| | | | on_equip_state_machine: "";
| | | | on_equip_value: "";
| | | | on_unequip_value: "";
| | | };
| | | state_name: "range_weapon_state";
| | | track_horizonal_speed: "";
| | | track_horizontal: "aim_horizontal_00";
| | | track_vertical: "aim_vertical_00";
| | | track_vertical_speed: "";
| | | track_when_idle: true;
| | | visibility_name: "";
| | };
| | area_effect: {
| | | area_info: {
| | | | angle_left: 0f;
| | | | angle_right: 0f;
| | | | area_type: "Point";
| | | | radius: 0f;
| | | };
| | | courage_damage: {
| | | | distant: 0f;
| | | | long: 0f;
| | | | medium: 0f;
| | | | short: 0f;
| | | };
| | | distance: {
| | | | distant: 5f;
| | | | long: 4f;
| | | | medium: 3f;
| | | | short: 2f;
| | | };
| | | friendly_multiplier: 0f;
| | | hp_damage: {
| | | | distant: 0f;
| | | | long: 0f;
| | | | medium: 0f;
| | | | short: 0f;
| | | };
| | | on_detonate_actions: {
| | | };
| | | reaction_radius_mult: 0f;
| | | start_effect_at_source: false;
| | | sweeping_information: {
| | | | sweep_duration: 0f;
| | | | sweep_type: "none";
| | | };
| | | terrain_hit: {
| | | | chance_splat_only: 0f;
| | | | deform_decl: {
| | | | | $REF: "deform_table";
| | | | | cover_type: "tp_open";
| | | | | deform_decal_file: "";
| | | | | deform_type: "additive";
| | | | | limited: true;
| | | | | random_rotation: false;
| | | | | rotation: 0f;
| | | | | vertical_scale: 0f;
| | | | };
| | | | radius_max: 1f;
| | | | radius_min: 1f;
| | | | splats: {
| | | | | display_time: -1f;
| | | | | splat_list: {
| | | | | };
| | | | };
| | | };
| | | use_terrain_hit: false;
| | };
| | armour_penetration: 0;
| | behaviour: {
| | | allow_automatic_setup: true;
| | | always_setup: false;
| | | attack_ground: false;
| | | is_instant_response_weapon: false;
| | | non_moving_setup: false;
| | | point_blank: true;
| | | update_target_per_burst: false;
| | };
| | burst_info: {
| | | $REF: "weapons\weapon_burst_info";
| | | allow_tracking: true;
| | | duration: {
| | | | max: 2f;
| | | | min: 2f;
| | | };
| | | rate_of_fire: 10f;
| | };
| | can_melee_buildings: true;
| | charge_attack: {
| | };
| | cooldown: 3f;
| | damage_courage: 50f;
| | damage_courage_range_modifier: {
| | | distant: 1f;
| | | long: 1f;
| | | medium: 1f;
| | | short: 1f;
| | };
| | damage_hp: 500f;
| | damage_hp_range_modifier: {
| | | distant: 1f;
| | | long: 1f;
| | | medium: 1f;
| | | short: 1f;
| | };
| | damage_morale: 0f;
| | death_type: {
| | | $REF: "weapons\weapon_death_type";
| | | gibbing: 0f;
| | | ragdoll: 0f;
| | };
| | dmg_to_retreating_units_modifier: 1f;
| | extreme_kills: {
| | };
| | fire: {
| | | post_idle_delay: 0f;
| | | wind_down: 0f;
| | | wind_down_guarantee: 0f;
| | | wind_up: 0f;
| | };
| | fx: {
| | | fx_action_target_name: "tarantula_target";
| | | fx_munition_name: "sm_heavybolter";
| | | fx_secondary_munition_name: "";
| | | fx_swing_size: "default";
| | | fx_tracer_name: "tracers\sm\fx_tarantula_tracer";
| | | fx_tracer_speed: 120f;
| | | fx_upgrade_munition_name: "";
| | };
| | is_melee: false;
| | mob_accuracy_multiplier: 1.12f;
| | moving: {
| | | accuracy_multiplier: 1f;
| | | disable_moving_firing: false;
| | };
| | name: "[DEV] Vehicle and Turret Bolter";
| | on_hit_actions: {
| | };
| | on_hit_actions_self: {
| | };
| | on_hit_buffs: {
| | };
| | on_kill_actions: {
| | | on_self: {
| | | };
| | | on_target: {
| | | };
| | };
| | on_weaponskill_actions: {
| | };
| | projectile_info: {
| | | $REF: "";
| | };
| | range: {
| | | distant: 0f;
| | | long: 0f;
| | | max: 33f;
| | | medium: 0f;
| | | min: 0f;
| | | short: 0f;
| | };
| | recovery_standup_time: 1f;
| | reload: {
| | | duration: {
| | | | max: 0f;
| | | | min: 0f;
| | | };
| | | frequency: {
| | | | max: 0;
| | | | min: 0;
| | | };
| | };
| | scatter: {
| | | angle: {
| | | | angle_scatter: 8f;
| | | | fow_angle_multiplier: 1f;
| | | };
| | | distance: {
| | | | distance_scatter_max: 20f;
| | | | distance_scatter_offset: 0.8f;
| | | | distance_scatter_ratio: 0.8f;
| | | | fow_distance_multiplier: 1f;
| | | };
| | | pattern: {
| | | | burst_pattern_enable: true;
| | | | delay_bracket_change_chance: 0.35f;
| | | | distance_bracket_count_air: 5;
| | | | distance_bracket_count_ground: 20;
| | | | pattern_direction_forward: true;
| | | | randomize_starting_pattern_bracket: true;
| | | };
| | | tilt: {
| | | | max_tilt_angle: 5f;
| | | | min_tilt_angle: 2f;
| | | | tilt_max_distance: 20f;
| | | | tilt_scatter_chance: 0f;
| | | };
| | };
| | setup: {
| | | duration: 0f;
| | | rotation_rate: -1f;
| | };
| | setup_ui: {
| | | use_setup_arc: true;
| | };
| | special_attacks: {
| | };
| | suppression_radius: 7f;
| | sync_kills: {
| | };
| | teardown: {
| | | duration: 0f;
| | };
| | tracking: {
| | | fire_cone_angle: 10f;
| | | normal: {
| | | | max_down: -40f;
| | | | max_left: -180f;
| | | | max_right: 180f;
| | | | max_up: 40f;
| | | | rest_horizontal: 0f;
| | | | rest_vertical: 0f;
| | | | speed_horizontal: 360f;
| | | | speed_vertical: 90f;
| | | };
| | };
| | usable_with_charge: false;
| | weapon_animator: "";
| | weapon_family: "weapons\weapon_family\legacy\race_marine\heavy_bolter";
| };
};

__________________________________________-
Now its NOT the program thats the problem as it converts back and forth without issues on other files in the same folder, and for different races (in this case I tested in on the IG lasgun as seen below):

-i "C:\Program Files (x86)\Steam\SteamApps\common\dawn of war 2\GameAssets\Archives\Attrib\simulation\attrib\weapons\weapon\campaign\npc\race_imperial_guard\ig_lasgun.rbf" -o "C:\Program Files (x86)\Steam\SteamApps\common\dawn of war 2\GameAssets\Archives\Attrib\simulation\attrib\weapons\weapon\campaign\npc\race_imperial_guard\ig_lasgun.txt" -p "|" at 09/12/2009 4:44:40 PM

C:\Program Files (x86)\Steam\SteamApps\common\dawn of war 2\GameAssets\Archives\Attrib\simulation\attrib\weapons\weapon\campaign\npc\race_imperial_guard\ig_lasgun.txt saved at 09/12/2009 4:46:11 PM

-i "C:\Program Files (x86)\Steam\SteamApps\common\dawn of war 2\GameAssets\Archives\Attrib\simulation\attrib\weapons\weapon\campaign\npc\race_imperial_guard\ig_lasgun.txt" -o "C:\Program Files (x86)\Steam\SteamApps\common\dawn of war 2\GameAssets\Archives\Attrib\simulation\attrib\weapons\weapon\campaign\npc\race_imperial_guard\ig_lasgun.rbf" -p "|" at 09/12/2009 4:46:13 PM

______________________________________

I have exhausted pretty much everything that I can think of and Ive been getting help from Miguel for quite awhile now but it still isnt working.

Any help?

Miguel
10th Dec 09, 12:43 AM
I'd post that as a separate thread if I were you.

Ascendant
10th Dec 09, 5:50 AM
It wont let me. Is this one of those forums where its like "you have to have 50 posts for you do______"?

Gorb
10th Dec 09, 8:16 AM
No it isn't; but you can't post new threads in this subforum. Given that it's a Tutorials subforum, that makes sense ;)

Try posting in the main Heretek Cabal subforum.

spiderbug2
23rd Dec 09, 11:31 AM
um its not letting me go to the page the contains sga packer it says

This website is temporarily unavailable, please try again later.
i have been trying for the last 3 days keeps saying the same thing.

Miguel
23rd Dec 09, 5:06 PM
I'd ask here (http://forums.relicnews.com/showthread.php?t=233155) on the tool's thread, and see if Zanyth0x42 can re-host it. If he's not here, then I could probably host is myself.

spiderbug2
24th Dec 09, 8:21 AM
ok thanks

Miguel
18th Jan 10, 5:04 PM
Updated. I added some information about using the SGA packer to extract the whole gameattrib archive, fixed the SGA packer link, and clarified some parts of the tutorial.

GADefence
13th Dec 10, 4:37 PM
My .lua viewer shows me a lot of null. Is there a way to remove this problem?

Miguel
13th Dec 10, 4:43 PM
I would recommend reading my tutorial for the simple reason that RBF ~= Lua.

GADefence
13th Dec 10, 5:24 PM
I am now quite a bit lost. . . Umm. Ok, so I have my .batch opened in my my commander promt and I navigate to my steam folder's mod folder and then I tell it to convert the entire file structure of attribability core eldar to .txt, but I get error 'rbfconv' is not recognized as an internal or external command, operable program or bath file.

Is the cmd prompt rbf converter the only converter around? I can't open rbfs with the rbf shell converter.

Miguel
13th Dec 10, 5:32 PM
Absoultely not. I just assumed you couldn't get them to work first.

There's Cope's Toolbox (http://forums.relicnews.com/showthread.php?244248-TOOL-Cope-s-DoW2-Toolbox-V1.871-released!-08-31-2010) if you want a whole Mod Suite, or there's my RBF Editor (http://forums.relicnews.com/showthread.php?252771-TOOL-Miguel-s-RBF-Editor-%28Includes-Toolbox-Plugin%29) which stands alone (or can be used as a plugin).

GADefence
13th Dec 10, 7:15 PM
I must admit I am quite infatuated with your mod tool at the moment miguel. Were it not for a few human / software relationship rules, I might go a bit further with that. . . Side note, do you know of a location I can read up what the attributes and such do exactly? I'm curious to read up as well as test out things that are a bit vague.

Miguel
14th Dec 10, 4:17 PM
:p Thank you. I'm hoping to release a major update in the next few days that should make modding with it considerably easier. Any suggestions?

GADefence
14th Dec 10, 5:16 PM
For the moment, not really. Archaic shit I'm used to dealing with, most of it is just learning.

Granted, if you can do something about the cluster@#$% that is AI coding (I'm looking to do a specific thing with it myself), I think you'd help immensely.

Miguel
14th Dec 10, 7:14 PM
By AI coding are you mostly referring to the AI tuning file, or to using .AI lua files to write the AI? If it's the tuning file I can add some utilities to my RBF Editor, and if it's AI lua, then when I write my SCAR editor, I might also be able to write something useful. Any recommendations of what to add?

GADefence
14th Dec 10, 7:44 PM
Well, for myself what I'm going to be trying to do is give summoned minions a basic AI of get points and then run at the enemy base full tilt all under attack move commands. So, it would help me if you taught something along that line, and might overlap a lot with what people are trying to do.

Other then that, I would state build orders would be a good start location - I noticed the AI is somewhat smart in where it positions units but makes decisions at complete random (especially on build order) and this kills it, so that would be the best spot to start most likely.

Also, explaining the difference between aI tuning and AI luas would probably help me. . . I mean them.

adieulgn
10th Feb 11, 6:00 AM
Hey guys, can U tell me step by step how to pack into the SGA after all my changes?
I have an error with SGA Archive tool. [Archive.exe (V5-Dow2) file do not exist]
What about program settings?

Miguel
10th Feb 11, 10:41 PM
This tutorial is quite out of date. I'd instead recommend installing Cope's Toolbox, and reading some of the tutorials for it (http://forums.relicnews.com/showthread.php?247054-HOW-TO-Your-First-Dawn-of-War-II-Mod-using-Cope-s-Tool), as you won't even need to use archive.exe to pack into an SGA with his tool.

adieulgn
11th Feb 11, 2:26 PM
spasibo :)

12money
5th Jul 11, 1:35 PM
is this tutorial able to help me create ''dead bodies stay mod"? becouse it isnt fully working for me,dead bodies still desapearing in my DoW II CR