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AE Basics: Weapons, Hardpoints and Upgrades

  1. General Discussions Senior Member Modding Senior Member Dawn of War Senior Member  #1
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    AE Basics: Weapons, Hardpoints and Upgrades

    Rating: Rookie to Competent.

    Prior knowledge of creating new files in the AE and also squad icon mechanics would be useful, but links are provided to relevant tutorials.

    Warning: I wonder whether this tutorial may be too much to take in in one go, or whether some bits are not clear - please inform me if you think any sections need improving (this mainly to applies to new modders, not ones who know this stuff already). Thanks.

    In this tutorial we'll be adding some extra weapon choices to units and going through all that kind of stuff.

    Go and find the EBPS (entity_blueprint, not the squad file) for our favourite upgrading friends the basic Space Marine (Tactical).The hardpoint info is in "combat_ext". "Woah, woah, woah, what the heck are hardpoints?" - we'll get to that. Open up the hardpoints table and open up hardpoints 01 and 02 (the others are empty on this unit). Then open the weapons table on each and expand weapons 01 - 05 on hardpoint 01 and just weapon 01 on hardpoint 02.

    Hardpoint 01 - weapon 01 is the default bolter, weapons 02 - 05 are the upgrades as you may have noticed.
    Hardpoint 02 - weapon 01 is the default melee knife.

    So, from this we can see that the first weapon on each hardpoint is the default weapon and appears in game automatically. Also we can see that it kind of makes sense that there's only five weapon slots on each hardpoint as there's only room for 4 upgrades on the User Interface ingame, plus the default starting weapon too (and no you can't use the space where the reinforce button goes or the attached hero goes for upgrades! It's hard coded). Also, we can deduce that each hardpoint will only use one weapon at a time, although it can have many choices and a unit can have many hardpoints, as you will see. Hardpoints are points of interchangeable weaponry that are controllable to a limited extent in game.

    Go take a look at the predator's hardpoints in its EBPS. It has three hardpoints being used and each one can be upgraded to lascannons (weapon 02 on hardpoints 01, 02 and 03).The baneblade uses a whopping eight hardpoints, although it has no upgrades; each hardpoint only has a default weapon and no more, so no upgrades appear.

    Ork Slugga Boyz

    Okay, that's enough explaining for now, there's more to come but it's time we got our hands dirty. We're going to mod the Slugga Boyz and give them extra weapons. Go find the EBPS file.

    I'll assume you've already dived into the hardpoint info to find that it has a pretty similar setup to the space marines. Most humanoid troopers have two hardpoints like this: one for their ranged weapon and one for their melee. You may notice that the Slugga boy has some weapons sections that are not quite complete - good for us.

    Each weapon section has four pieces of information:

    muzzle - these are co-ordinates from which the weapons fire their projectiles (you don't generally need to touch these unless you play around with models)

    name_for_this_weapon_choice - this a command string that tells the 3D model which weapon to switch to. This command is coded into a separate animation file and could be any string of letters so you must spell this bit right otherwise it won't work.

    origin - these are co-ordinates and will make things seem to fire at an offset e.g. they are definitely firing at something that is taking damage, it's just that it's 20 ft over to the left.....(you shouldn't need to change this all this)

    weapon - this links the weapon choice to a separate weapon.lua that contains all the stats: range, damage, upgrade cost etc. In original Dawn of War the Slugga boyz had three possible upgrades and these are a remnant of that; all Relic have done to remove them is set the weapon file to empty and left the rest as it was (almost - they infact nudged the burna info up over the big shoota that was originally there). As these were Relic cast-offs they also already have weapon files and icons done for them, which is handy!

    In weapon 03 (hardpoint 01) change the name_for_this_weapon_choice to "ork_big_shoota" (you have to type these in). Then for the drop box for weapon pick ork_big_shoota_slugga.lua. For the rokkit launcha in weapon 04 leave the graphics command as that is fine and pick ork_rokkit_launcha_slugga.lua from the weapon file drop box.


    Fig.1 - the completed weapon table

    Make sure you use these weapons, as the squad icons with coloured borders are setup by Relic for these weapons (explained here).

    Now, go to the squad file for the boyz in the SBPS (squad) section and look at the squad_reinforce_ext to check that upgrades are turned on (they will be) and that you are happy with the amount of upgrades they are allowed. Now, go and investigate those weapons file that we've linked. The weapon files are stacked at the bottom of the AE list and are just in one huge big list; race is irrelevant (even though they are named by race), any unit can use any weapon file. ork_burna_slugga, ork_big_shoota_slugga and ork_rokkit_launcha_slugga are the files we want. Each weapon will have a different copy for each unit that uses it so each unit can be changed individually rather than being standardised. You may decide to change that (i.e linking all rokkits on all units to the same rokkit file), but for now I want you to check you're happy with the requirements in the requirement table and check the cost and build time for all of them.

    Right, now you're done. Go play with snazzy sluggas!



    Imperial Guard Sentinel

    Right, well, that was relatively simple, but there's more to it than that. You can't just add extra weapons on whim unless you can do 3D modelling (and even then it's hardly on a whim!) and Object Editing. Those weapons we just added to the sluggas were originally used in Dawn of War original and so had already been modelled onto the slugga and coded into the animations. They have been taken out of the upgrades for gameplay reasons (by simply removing the weapons file from the weapon info) since Winter Assault. The weapons must be specifically modelled and coded onto that model, it doesn't matter if another unit has that weapon, even if it is an ork, that unit's model must contain any weapon you want it to use. You can still upgrade the weapon stats and simply re-use one of the graphical changes eg frag missile launcher or krak missile launchers - both choices could use the same graphics.

    That puts a downer on things really. But, luckily for us there are other models in a similar situation, namely the Sentinel, which has 2 unused weapon modelled onto it. Go track down the EBPS and you'l see.

    Your mission: get the Sentinel working in game with 2 weapon upgrade choices.
    1. Create new weapon files (not sure how? )for the unused weapon this time, as they don't have any pre-made by Relic. I would suggest creating a subtype of the SM heavy flamer and HWT autocannon as these will have all the right kind of information. Remember any unit can use any weapon file.
    2. Relic have also already made two icons: "guard_icons/guard_upgrade_sentinel_flamer" and "guard_icons/guard_upgrade_sentinel_multi". Fill in the correct file path into the correct weapons files. The icon link is kept under "icon_name" in the ui_info table near the bottom of the weapon file.



    3. As Relic have only made icons for the flamer and laser swap the order of the weapons round so that the starting weapon is the autocannon, and the other two are upgrades as this will cover it up. They should all remain on the same hardpoint though.
    4. Check the cost, build time and requirements of these new weapons files. Also change the max_traverse left and right on the autocannon weapon file to -90 and 90 rather than -180 and 180 (remember this is inheriting from the HWT than can spin 360 degrees, we want it to only go 90 either way).
    5. Untick "complex_upgrades" on the EBPS in the combat_ext. This will mean that you need to create upgraded squad icons to match which as usual which I've made for you here (Icon tutorial will eventually come as well) - there's a couple of bonuses in there too. Complex upgrades is explained below.




    6. Sort the UCS values out for the weapons.
    7. Test it and keep you eye out for any mistakes.



    Notes

    - Take a look at the crisis teams hardpoint and weapon info. You'll notice that the extra weapons are spread across two hard points but they can only choose one. This shows us that the engine will pick up extra weapons from all hardpoints (starting from 01) and list the first four that appear regardless of hardpoints (on normal upgrades.

    - Each hardpoint has a set of info before the weapon table. Things like ... This is another set of string commands that are going to the animation file and that must be spelt correctly. The number of the hardpoint doesn't mean anything, it's these strings that correctly identify each hardpoint to the 3D model. If you shift a whole hardpoint to somewhere esle be sure to shift this bit too.

    - Display requirements have no effect on weapon upgrades: they are all displayed from the start with grey icons regardless. When then can be purchased they will turn full colour.

    Complex_Upgrades

    Now, tick the complex_upgrade box in the combat_ext of your sentinel, save binary and see what happens in game. Weird huh?

    With normal upgrades we find the first four upgrades listed; if there's more than four then tough, only four get shown. Normal upgrades only allow each unit to be upgraded once. Complex Upgrade are different. With complex upgrades imagine each hardpoint as a stack of weapons icons, weapon 02 on the top, 05 on the bottom (01 is already in use), viewed from the top so you can only see to the top one (weapon 02 at first). Each hardpoint stack takes up only one upgrade slot ingame, so there's a max of four stacks visible ingame(hardpoints with only a default weapon get ignored). As you click on an upgrade it builds the weapon, disappears and so reveals the one below it. There is no way of skipping weapons, they must be built through in order. The last weapon simply greys out rather than disappearing. Upgrading one of the stacks/weapons doesn't affect the other stacks and you may upgrade all stacks fully regardless of how many upgrades you put in the squad_reinforce_ext.

    Because of the many possible weapon combinations of this method the engine disables squad icon changes (the different coloured borders) so you don't need to worry about that. You must still have can_upgrade ticked in squad_reinforce_ext for complex_upgrades to work.

    Complex upgrades CANNOT be used on squads with a maximum size bigger than one (mainly it's used for vehicles).

    Complex upgrades CANNOT be used on an attachable hero - where will the icons go? (hence why the Tau Commander can't attach)

    Both normal and complex upgrades CANNOT be used with multiple squad leaders, but they can both have one leader, although it's a little screwy when used with complex_upgrades.

    Squad Leaders

    Some squad leaders have complex_upgrades turned on, some don't (eg Tac Sergs do, Assault Sergs don't - huh?) - neither can upgrade actively (only via researches) and neither option affects the colour of the squad icon.

    Heroes

    Heroes mainly have complex_upgrades turned on but with upgrades turned off. It basically stops them changing their squad icon while not being allowed to upgrade in the normal way (researches still can, but this is regardless of upgrade settings). You need this for leaders otherwise plasma pistol upgrades will give you pink icons. However, as mentioned above it must be allowed to upgrade otherwise it can't attach to a squad.

    As usual post any errors or bits you want cleared up here thanks.
    Last edited by Octopus Rex; 9th Feb 09 at 7:02 AM. Reason: Tweaked some bits.
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  2. #2
    Member D-coy's Avatar
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    ork_bg_shoota
    Small typo nothing much.

    Great guide. Still reading it through once I'm done I'm going to make krak missiles for marines.

    Thanks for the tutorial. You're awesome as usual.

    Cheers
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  3. #3
    This solves my questions. Helpfull. One question though(as always) Do you need to tick complex upgrades to have the sentinel upgrade its weapons?

  4. General Discussions Senior Member Modding Senior Member Dawn of War Senior Member  #4
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    Quote Originally Posted by Octopus Rex
    5. Untick "complex_upgrades" on the EBPS in the combat_ext.
    Quote Originally Posted by Octopus Rex
    Now, tick the complex_upgrade box in the combat_ext of your sentinel
    Read these things carefully my young padawan! Both give slightly different effects and are referred to in different stages of the tutorial. It's up to you which one you stick with.

    D-coy: well spotted, thanks dude. Corrected now.
    Last edited by Octopus Rex; 31st Aug 07 at 10:16 AM. Reason: Dumb Typos!

  5. #5
    Member D-coy's Avatar
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    BTW I want it so tacs can choose from flamers, plasma guns, HBs, MLs, and anti-inf AoE missiles (Hellfire dread-like).

    But AFAIK that many weapon choices won't fit into the UI. Am I doomed? Is there a way to solve this?

    There were some other typos too, but only this one was important.

    Cheers

  6. General Discussions Senior Member Modding Senior Member Dawn of War Senior Member  #6
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    there's only room for 4 upgrades on the User Interface ingame
    Pretty much.

    My advice would be to use the Closer Codex Devastators and have one squad with Frags and one with Kraks to give them more variation.

  7. #7
    Member D-coy's Avatar
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    Sounds like a plan for a future release.

    Cheers

  8. #8
    Senior Member horusheretic's Avatar
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    Display requirements have no effect on weapon upgrades: they are all displayed from the start regardless
    having a weapon with requirements and a display requiremnt will grey out the icon untill the conditions set for them are met. that means you can save the really powerful weapons for later tiers, researches etc.
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  9. General Discussions Senior Member Modding Senior Member Dawn of War Senior Member  #9
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    No horus, you're thinking of requirements, not display requirements. Dislpay requirements normally mean that the icon is not visible till it's met, at which point it becomes grey, but on upgrade weapons they are all at least grey, and become coloured when their requirements are met - the display requirements do nothing as all the weapon start greyed out regardless.
    Last edited by Octopus Rex; 31st Aug 07 at 10:16 AM.

  10. #10
    Senior Member horusheretic's Avatar
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    ah i get what you mean now.

  11. #11
    phil
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    A useful thread! Does anyone know if there's a way to have a squad initially have one or more upgrades? For example, I would like to create an SM squad that automatically starts with two missile lanuchers when its requisitioned. Is that possible?

    Phil

  12. General Discussions Senior Member Modding Senior Member Dawn of War Senior Member  #12
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    Nope, not possible as far as I know. But maybe someone else knows better.

  13. #13
    I dont know but maybe you can make space marine missile launcher like the Obliterator weapon, which uses 3 different weapons.
    I tried to read every thread but I still have a problem.
    Some units i give longer range weapons like Snipers and Devastators dont use it with the improved range only if i right click on the target. They automatically attack when the enemy comes closer. Such as they have a range of 60 but they only use around 40.

  14. General Discussions Senior Member Modding Senior Member Dawn of War Senior Member  #14
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    GameData["squad_combat_stance_ext"]["ranged_attackrange"] = 120.00000

    This is from the IG basilisk squad file. This is the range at which a squad will move to to ranged attack something.

  15. #15
    thanks!
    Altough for some reason the Devastators only had this problem with the plasma cannon, the lascannon worked fine.

  16. #16
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    '6. Sort the UCS values out for the weapons.'

    Great guide (and the rest) these have really helped me get into modding.

    One thing, this may sound a bit noobish but what do you mean by this?

    Thanks

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  18. #18
    I just have one (hopefully) quick question, newbie modder needs help.

    What would I have to do to make it so that one race can use another race's weapons? Say I wanted to make the Space Marine Tactical Squad's default ranged weapon the Fire Warrior Pulse Rifle, or give it to them as a heavy weapon upgrade choice (though preferably as a default weapon). What would be involved in that process, if it's even possible?

    Thanks in advance.

  19. Child's Play Donor Forum Subscriber  #19
    You'd need to copy the pulse rifle weapon file and then assign it to one of the space marine's hardpoints. You'd also need to edit the model, adding in the weapon and animations to use the weapon.

  20. #20
    *sigh* Well, I should have seen that one coming.

    I need to find some uber-newbie friendly tutorials or something (not to mention a modelling program).

    Thanks anyway.

  21. #21
    Slye_Fox
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    Sorry to bring up this old thread, but it's not working for me.

    I followed the Sentinal section to add the Catchan and Cadian patten upgrades, but the upgrade icons arn't there.

    What is there is 3 buttons;
    [position of buttions:
    1 2
    3 4
    5 6
    ect. ]

    2 - Reinforce (Sentinel icon(not the reinforcement one))
    3 - Commander Sentinel (Sentinel icon)
    4 - Support Sentinel (Sentinel icon)

  22. General Discussions Senior Member Modding Senior Member Dawn of War Senior Member  #22
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    Sounds like you've got leaders added.
    Quote Originally Posted by Octopus Rex in the tutorial
    Both normal and complex upgrades CANNOT be used with multiple squad leaders, but they can both have one leader, although it's a little screwy when used with complex_upgrades.
    There's restrictions too in more detail near the end of the tutorial.

  23. #23
    Slye_Fox
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    *face desks*

    Maby I can have the Support Sentinel as an join able leader

  24. General Discussions Senior Member Modding Senior Member Dawn of War Senior Member  #24
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    Quote Originally Posted by Octopus Rex in the tutorial
    Complex upgrades CANNOT be used on an attachable [unit] - where will the icons go? (hence why the Tau Commander can't attach)
    Not if you want it to have upgrades.

  25. #25
    Slye_Fox
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    oh for the love of..

    So i can't have my Sentinal squad consist of 3 Sentinels, a Comand Sentinel and a Support Sentinel, AND have it so they can upgrade?

    *mumbles*

    Maby i can have the support sentinal as a weapon upgrade.

    Can i set a limit amount on certain upgrades?

  26. General Discussions Senior Member Modding Senior Member Dawn of War Senior Member  #26
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    No you cannot limit regular weapons upgrades to X amount of one type and Y of another. Trying to limit complex_upgrades at all has no effect if I remember correctly.

    Your best bet would be to have 3 sentinels with one leader, and regular upgrades.

    BTW: sentinels moving in a squad is buggy as hell. I've tried it. They end up spread all across the map and move really jerkily.

  27. #27
    Slye_Fox
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    I only get a couple moveing in slow motions sometimes.

    Gonna shrink all the game objects later anyway, 70%-50% smaller.

  28. General Discussions Senior Member Modding Senior Member Dawn of War Senior Member  #28
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    Yeah, that could work, not tried it myself. Upgrade and leader restrictions are frustrating, most've us have banged our head against them at some point or other.

    If you're really interested in mixing the two then there's a way to do it that's a little more advanced, but potential buggy. Download the Codex Dreads mod in my sig, it has the LUAs that show you how to achieve it with a bit of thought, as I can't be arsed to go into explaining it in detail right now. Check the abilities section, that's the action happens.

    Seen your sentinels in your mod thread. Nice work.
    Last edited by Octopus Rex; 16th Feb 08 at 8:18 PM.

  29. #29
    Slye_Fox
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    could i get the sponsons on tanks as a set (left and right sponsons are bought as a set, not induvidually)?

  30. General Discussions Senior Member Modding Senior Member Dawn of War Senior Member  #30
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    Yeah, you can do it, but I think you should edit the animations file (pretty sure you can get it work that way), rather than using the AE. Again, there's a method for this using the AE in my Codex Dreads mod (1.2 version) but it's a whole lot more messy and doesn't use the upgrades slots as such, it uses abilities.

  31. #31
    nemesis646
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    Help me! I'm lost (again).

    I followed the instructions exactly, and I only have standard Orks, not Ork rokkits or big shootas. What might be going wrong?

  32. General Discussions Senior Member Modding Senior Member Dawn of War Senior Member  #32
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    1. Make sure you're choosing Slugga Boyz.

    2. Please post up the combat_ext from the LUA of your default slugga boyz (in Modtools/Datageneric/yourmod/attrib/ebps/races/orks/troops)

  33. #33
    VahnBlack
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    I've been tinkering some and i was trying to switch the Tau commander's flamethrower for another fusion blaster (just like the one he carries on his right hand) but every time i did that, no weapon would show up, he would keep shooting flames from thin air and i don't think any damage was being dealt. Is there a way to make the Tau commander wield those two of the same weapon? (i checked the broadside suit and it does use the same weapon on both hands... this is confusing! speaking of broadsides, think i can make it have a railgun on both arms along with the ones mounted on its shoulders?! O_O, gotta try this tomorrow...)

  34. General Discussions Senior Member Modding Senior Member Dawn of War Senior Member  #34
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    Okay.

    Firstly, the only weapons that you can make appear are weapons that have been modelled into the 3D model. For example, the Tau Commander doesn't have a Necron Guass Rifle modelled onto him, so if you tell it to have one it won't know what you mean and so won't display anything.

    Secondly, the weapons have to be modelled and animated in specific places. Take the Marine Dreadnought for example - the assault cannon and lascannon options are fixed to the right hand side, you cannot simply switch them over without remodelling it.

    So basically you can't do what you want uneless you get modelling, as the Tau Commander doesn't have those weapons in those places.

    If you would like to get into modelling please search for other threads on the topic. Thanks!

  35. #35
    VahnBlack
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    Aw, bummer, never an easy way around it... Well, i'll look for some modeling tutorials, thanks for your time.

  36. #36
    Hey, I just started using DoWTools and the likes, and completed my first map - a siege map.... but more to the point:

    I have been recently playing DoWXP. I really liked the tau pathfinders with rail rifles, but wasn't too hot on DoWXP all together. And my question is, is there any way to import the character models / rail_rifles files so that I can make a new mod, and only have the path finders with rail rifles?

    I know how I can edit the EBPS and SBPS to have them do all that - but what exactly would I need to do to import the model, icons, and upgrades to a fresh mod?

    Sorry if this is in the wrong post/area - if it is, kindly redirect me please!

    Thanks alot.

    (I do have Corsix's Mod tools)

  37. #37
    So I did some experimenting and took any pathfinder files and rail rifle files from DoWXP and put them into the corresponding files in the Annihilation Mod folder.

    I then updated all the EBPS and SBPS to change them to use the rail rifles, as well as the upgrades etc... got all that to work in-game, including the animations and icons and such.

    But then something strange happend - the AI died. My logs didn't show anything I could reproduce, just any game I played the AI stood still and did nothing. No buildings, units, absolutely nothing!

    It's kind of frustrating so any help would be great!

    Thanks.

  38. General Discussions Senior Member Modding Senior Member Dawn of War Senior Member  #38
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    Well done on getting the models to work! - the AI: yeah, it can do that. I don't really know much about it. Ask thudmeizer, or import the skirmish AI folders over into your mod and see if that helps.

  39. #39
    Heh thanks. It was a bit daunting as it was my first time doing any kind of modding, and I just played around with some trial and error and some help from the posts here...

    Hmm I'll have to try copying over the skirmish AI and try again - thanks!

  40. #40
    *Hours and hours later* I found out the reason the AI would die - for some strange reason, after saving binary, it deleted all the files in the mod folders except for the newly saved ones.

    I recopied everything from the original over and the AI lives!

    But now I have a stranger problem... I had originally done this and gotten the models to work in game - but no AI. I scrapped it and started over.

    I did the exact same things as before and now I cannot upgrade my pathfinders to use rail rifles. No upgrade icon shows up, no pink boxes - absolutely nothing. I've quadruple checked every option in AE. I have the weapons set correctly, upgrades on, more than 0 upgrades per unit... I triple checked the names and spaces and spelling of everything... Even though I have weapon_02 set to the rail rifles - nothing shows up in game. Quite frustrating!

    Any ideas on this one?

  41. General Discussions Senior Member Modding Senior Member Dawn of War Senior Member  #41
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    1) Double check the binary RGD is there (obvious I know, but it's good to make sure)

    2) With the SBPS selected in the AE, save 1 binary and it will check that lua against the RGD

    3) If it still doesn't work, change something else, squad min for instance, and see if that works in game.

    4) If does take but you still don't get upgrades, then post your LUA here and I'll take a look.

  42. #42
    lol alright. fixed it. it was a simply error "show_in_reinforce" ><

    but then - get this - I start up the mod and half the features are missing...

    new units and research are just... gone! I would have to copy the old .lua's over into the new mod folder, right? in which case id have to do it for EVERYTHING missing? which is a ton of stuff...

    any simpler way of going about everything im trying to do here? i really bit off more than i could chew apparently... =(

  43. General Discussions Senior Member Modding Senior Member Dawn of War Senior Member  #43
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    Dude, wtf?

    a) Where are you getting the 'old' LUAs from?

    b) How come you keeping magically losing stuff?

    c) Have you burnt the whole lot to RGD yet? because the LUAs on their own won't to shit to your game.

  44. #44
    Yes, I understand this all sounds ridiculous. My bad.

    Basically what I did was take the original Annihilation Mod and copy it. Renamed it Annihilation_test and did the same for the module file and in the pipeline.ini file. I then created the modtools/datageneric/Annihilation_test folder.

    After I got that set-up I went into DoW Expanded (DoWXP). I went into the art and attrib files and copied all of the pathfinder / rail rifle files. My intention was to use the DoWXP Pathfinders with Rail Rifles in Annihilation Mod. So I got all the appropriate files copied. I then opened AE with Annihilation_Test and began to edit the pertaining files which dealt with the pathfinders and their weapon upgrades.

    Got all that done, started up DoW. It worked fine, animations and everything, but the AI died. I scrapped it and started over the next day. I did all the same things, except to check "show_in_reinforce" under the rail rifles. I did that and started the game and the AI died again. So I checked the DoWC/Annihilation_test folder and there was absolutely nothing in any of the folders, except the tau folders which I just edited. I considered this strange because I made a straight copy of the Annihilation original.

    So then I took the original Annihilation folders and re-copied them in Annihilation_test. Merged everything carefully as to not erase the DoWXP pathfinder/rail rifles models.

    Now obviously, just copying over the data files doesn't alter the game. I would need to edit the SBPS and EBPS etc to get working - but the fact is that ALOT is now missing. And what I'm wondering is if there is something I can do to shorten that process, without having to start all over - again.

    Sorry if I was unclear earlier, I'm somewhat tired. =P

  45. General Discussions Senior Member Modding Senior Member Dawn of War Senior Member  #45
    Why shout... Octopus Rex's Avatar
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    Hmm, I can't remember 100% because it's been a while since this happened to me, but I think this is true:

    If you "Save Binary" in the AE the RGDs will then be made to match the LUAs in the datageneric folder. This means that any LUAs that are not present in the datageneric mod folder will have their RGD counterpart removed. This means that unless you have all the correct LUAs for Annihilation then it will delete all the files when you press Save Binary.

    Your three options are this:

    1) Don't ever "Save Binary", use the Save 1 Binary function and save each file to RGD individually. (it will save the file you currently have selected)

    2) Use Corsix tools to burn all the Annihilation files and the XP pathfinders to LUA, then stick these in your datageneric mod folder.

    3) Use Corsix tools to edit the RGDs ditectly.

  46. #46
    Yea, that's what I was afraid of. In my noobness I believe that the "Save Binary" would just override Save 1 Binary by doing them all at once instead of just 1 at a time.

    Would it be viable to burn everything to LUA then just copy the original folders, still with the RGD files and past them in datageneric? Or would I need to delete the RGD?

  47. #47
    Member SA_Ka_20's Avatar
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    May 2007
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    Can I "hard cap" a weapon inside a squad ?

    example : I've a full tactical space marines squad with 5 slot. I want to make them able to build up to 5 bolters if needed.
    But I don't want to be able to make more than 2 missile launchers.

    how can I do that ? Is it even possible ?
    SM scoot's creed
    *Next-gen: adjective, The quality of having advanced graphics, inferior storyline and gameplay, higher cost, increased bugs, reduced content, simplified gameplay, and overall shoddiness.

  48. General Discussions Senior Member Modding Senior Member Dawn of War Senior Member  #48
    Why shout... Octopus Rex's Avatar
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    It wasn't possible before, but now there's a new field on weapon files that came in in Soulstorm. It's called squad_max and this dictates the max number a squad can have (0 = doesn't matter).

  49. #49
    Member SA_Ka_20's Avatar
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    May 2007
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    It works, thank you. Can't believe it's soo easy !

  50. #50
    Is there a list anywhere of the various units which are like the Sentinel and those Orks? I'm interested in seeing how many there are, and whether or not to bother putting them all into a mod.

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