Page 1 of 10 12345678910 LastLast
Results 1 to 50 of 478

[OLD] The Grand How-To (read first, kk?)

  1. Modding Senior Member Company of Heroes Senior Member  #1
    Celéstial by heart Celution's Avatar
    Join Date
    Apr 2008
    Location
    Sweden

    [OLD] The Grand How-To (read first, kk?)

    The new How-To can be found here

    -------------------------------------------------------------------



    Lethal Dosage’s CoH Guide for Dummies, because this is a big help.

    Also, if you really messed up with your CoH files here are the most importent files that can be messed up with modding:

    AttribArchive.sga
    WW2Art.sga
    RelicCOH.english.ucs


    We’ll start with some basic questions and answers.

    BEFORE YOU START MODDING MAKE SURE YOU GOT A CLEAN COPY OF THE THQ DIRECTORY!!!!!

    Q: How can I make mods?
    A: With Corsix’s mod studio. There is a tutorial for how to use the mod studio on Wikipedia.

    Q: What is a mod?
    A: The word “mod” simply means modification. It’s a shorthand term which refers to people who change the basic game mechanics into something of their own creation (Although this only really applies to custom skins or other art). Mods are usually a combination of user created art (Skins, icons, and menu items) and modifications of the game statistics, like weapon accuracy, resource income, costs, unit health, and movement speed, and of course making total new squads and units, with their own specifications.

    Q: Why do people make mods?
    A: There are different reasons why people can make a mod, sometimes it’s because they want to change things to make games faster, or just to make funny stuff.
    But most of the time it’s because we want to make Company of Heroes and Opposing Fronts more historical accurate.

    Q: What can be changed in a mod and what can’t?
    A: Actually you can change almost everything Company of Heroes has, but not everything is possible (yet).

    Q: How can I see a mod is loaded when I start the game?

    A: In some mods the main menu background is changed or with other custom art. But if no custom art is included there is no way to tell the mod is loaded until you play the game.

    Q: Can I play online ranked multiplayer games when a mod is loaded?

    A: When you load a mod, it will prevent the user from playing in ranked online multiplayer games unless another user has the exact same version of the mod loaded. This makes it obvious that you have a mod loaded but there is no way to tell the difference between two different mods



    Q: What are all the weird model/texture extenstions for?
    A:
    .rgm = Model, marker and bone data
    .rga = Movement of bones for animation
    .rgo = When the animations should be played and how, what effects and sounds to be implemented on events
    .rbp = Relic physics file
    .sua = simbox or better known as the damage box (where bullets will hit/bounce off)
    .abp = the associated vehicle/soldier generic details

    Q: Can I load multiple mods at the same time?
    A: Two mods can’t be loaded simultaneously due to the same variables being changed in most cases. If no two files are changed in both mods you can copy the files from one mod to the other (If not packed into an .sga archive) and run it as one mod.



    Q: My pipeline.ini is broken/messed up, where to get a new one?

    A: Here is one. (Thnx Darkbladecr)

    pipeline.ini





    Q: I want to give my unit the skin of the mortar crew, but it doesn't work. I keep getting the normal Riflemen skin.

    A: Some unit skins use rolevariations. If a unit uses a Rolevariation, it means that the texture of that skin is located together with a other skin texture. Newcomer made a tutorial: How-To: Use Rolevariations, and he also made a list of all rolevariations.



    Q: How can I get mods to work with v2.602, and the ToV campaigns?

    A: When you make a new mod with the modstudio, the modstudio makes a module files that is incompatible with v2.600 so you have to change your whole module file to this:



    Module:



    Spoiler







    Copy the module above and paste it over yours (remove the text that is present in the original file and make it what it's above). Once that's done change all "Improved" to whatever your mod folder is called. (for example: My_Mod).

    Then copy your .ucs file from your mod and put it in [modfolder]\Locale\English, so the .ucs file will work ingame. (without the [ ])



    Then never use the 'Run in -dev mod' thing, because then it launches wrong. Add this target line to the shortcut: -mod [Mod_Name] -dev. (without the [ ]).







    The to get the ToV campaigns and the Operations working, you’ll have to manually copy the DLC1.module, DLC2.module, DLC3.module and RelicOPS.module and rename them to something. To make them work correct change the modules to the ones I give here below:







    DLC1.module:



    Spoiler









    DLC2.module:



    Spoiler









    DLC3.module:



    Spoiler







    RelicOPS.module:



    Spoiler









    Once you did that, you’ll also just have to change all the “Improved” to the name of which you MOD’s module is called, NOT the name of the DLC or RelicOps module!!!!





    Now we’ll continue with some tutorials that will explain the most wanted modding questions.









    Here I’ll guide you how to make a new squad, and we’ll make Logistic Engineers for the Americans. After we end the tutorial we’ll have a squad that has his unique building menu, different weapons in the same squad, and give them abilities and upgrades.









    Q: How can I make a new squad?

    A:


    • Open up your mod in Corsix, and go to attrib\attrib\ebps\races\allies\soldiers\infantry_ riflemen.rgd and right click on it and select make a copy of this file, rename the copy to: logistic_rifleman.rgd
    • Then go to attrib\attrib\ebps\races\allies\soldiers\engineer. rgd and make copy of it as well but rename it to: logistic_engineer.rgd.
    • Now go to attrib\attrib\sbps\races\allies\riflemen_squad.rgd and make a copy of it and rename it to: logistic_engineer _squad.rgd. Then open it up and go to: GameData\squad_loadout_ext\unit_list\unit_01\type, and look under table_children and you’ll see: ebps\races\allies\soldiers\infantry_rifleman.lua, and change this to: ebps\races\allies\soldiers\logistic_rifleman.lua, also change the max and num from 5 to 3. now go to GameData\squad_loadout_ext\unit_list\unit_02\type and change the table_children to ebps\races\allies\soldiers\logistic_engineer.lua, also change the max and num from 1 to 2. The new files are now linked together, and form a squad, but we’re not done yet, we need to make the squad buildable from the Barracks.
    • In attrib\attrib\sbps\races\allies\ logistic_engineer _squad.rgd go to GameData\squad_ui_ext\ui_group_position and change the value from 1 to 3. By changing the ui_group_position you change the position the squad will appear in the building menu of the building it is build in. The Barracks already uses the first two positions for the Riflemen and Jeep, so we take the third position for our new squad.
    • Go to: attrib\attrib\ebps\races\allies\buildings\barracks .rgd. Open it up and go to: GameData\spawner_ext\squad_table and fill in under table_children the squad_03 sbps\races\allies\logistic_engineer _squad.rgd.
    Now you’re done, we got a new squad ready to be build in-game, when you load your mod.



    Q: How can I change the cost of my squad?

    A:



    We’ll go further with our freshly new made squad. Changes for costs are done in the ebps files.


    • So open up logistic_rifleman.rgd and logistic_engineer.rgd, and go in both to: GameData\cost_ext\time_cost\cost You see for the logistic_rifleman.rgd the cost is 45 manpower, this is so low because it’s for an individual soldier, all costs are the cost for a individual soldier. For the Riflemen squad it’s 45, because the squad has 6 members, so 6 x 45= 260 manpower, and that’s what they cost in-game. For our squad we’ll change the cost to 40 manpower. If you want to change the cost to another value, don’t bother. Do the same in the logistic_engineer.rgd.
    Q: How can I change which weapons my soldiers have?

    A:


    • This is also done in the ebps files. For our new squad we’ll give the logistic_rifleman.rgd a M1 Carbine and the logistic_engineer.rgd a M1 Thompson.
    • Open both files and go to: GameData\combat_ext\hardpoints\hardpoint_01\weapon _table\weapon_01 and look under table_children for weapon. In there you’ll see for the logistic_rifleman.rgd: weapon\allies\small_arms\single_fire\rifle\m1_gara nd_rifle.lua. You should know that all weapons are located in attrib\attrib\weapon. So change the line to: weapon\allies\small_arms\single_fire\rifle\m1_carb ine.lua.
    • So now for the logistic_engineer.rgd. Go to: GameData\combat_ext\hardpoints\hardpoint_01\weapon _table\weapon_01 and look under table_children for weapon. In there you’ll see weapon\allies\small_arms\machine_gun\sub_machine_g un\m3_smg.lua, change it to: weapon\allies\small_arms\machine_gun\sub_machine_g un\m1_thompson_smg.lua.
    We’re done, the squad has 3 Carbines and 2 Thompsons.



    Q: How can I make a new building menu?

    A:


    • First we have to make a new construction_type, so go to: attrib\attrib\type_construction, and copy for example tp_constructrion_allied_hq.rgd and rename it to: tp_construction_engineer_logistic.rgd.
    • Now open up logistic_rifleman.rgd and logistic_engineer.rgd, and go to: GameData\engineer_ext\construction_menus\construct ion_menu_01 and look in table_children for construction_type, and change it to: tp_construction_engineer_logistic.rgd. Note that in logistic_engineer.rgd there’s also a construction_menu_02 that is filled in, and look in that and clear the type_construction in there.
    • Now we need to add buildings to the construction menu, because it doesn’t has any yet. Open up attrib\attrib\ebps\races\allies\buildings. For our Logistic Engineer squad we’ll add Sandbags, Barbed Wire, Tank Traps, Observation Posts and MG-nests to the building menu. Open up sand_bag.rgd and go to: GameData\construction_ext\construction_menus\const ruction_menu_03 and look in table_children for construction_type and change it to: tp_construction_engineer_logistic.rgd. Now do the same with the other buildings I’ve mentioned. The files you need are: barbed_wire.rgd, tank_traps.rgd, secure_structure.rgd and machine_gun_nest.rgd.
    Now we made our squad be able to build several buildings, with a unique building menu.



    Q: How can I give my squad abilities, like throwing grenades?

    A:



    In attrib\attrib\abilities are all the abilities available that exist, so if you scroll down you’ll see that there are many abilities.
    • Open up logistic_engineer.rgd and logistic_rifleman.rgd then in there go to: GameData\ability_ext\abilities. There you see a large list. In the logistic_rifleman.rgd you’ll notice that there are already three abilities filled in and in logistic_engineer.rgd just one. For our unit we’ll give the squad the abilities: abilities\ally_throw_grenade.lua, abilities\cut_wires.lua, abilities\ally_throw_sticky_bombs.lua and abilities\ally_throw_sticky_bombs_vet_2.lua.
    Fill the abilities mentioned above in the list.



    All abilities are found in attrib\attrib\abilities but if you can’t find a particular ability, you can also look in the GameData\ability_ext\abilities of other units, and then you can copy and paste it.



    Q: How can I give my squad upgrades?

    A:



    All upgrades are located in: attrib\attrib\upgrade so if you take some time to look around there, you’ll find all kind of upgrades that aren’t even used in vCoH!



    For our squad, we’ll give them the Flamethrower upgrade.


    • Open up logistic_engineer_squad.rgd and go to: GameData\squad_upgrade_ext\upgrades you’ll see the whole list that's empty.
    • We have to find the location where the Flamethrower upgrade is located, but for the easy way, I’ll just tell you the line: upgrade\allies\items\allies_m2_flamethrower.lua. Next time you have to look into the attrib\attrib\upgrade.
    • The last thing we have to is make sure the logistic_engineer_squad.rgd actually can upgrade the flamethrower, so go to: GameData\squad_upgrade_ext\number_of_slots and change the value to 1.
    Q: How can I change the name of my new made squad?

    A:


    • First of all, I have to warn you guys, because when you change the original RelicCOH.english.ucs and you don’t have a orinignal back-up of it, it will prevent to further patch Company of Heroes and Opposing Fronts, but as I said in the very begin of this tutorial: Always have a clean black-up of your Company of Heroes directory.
    • And even better is to go in your Company of Heroes Directory and find RelicCOH.english.ucs and copy and rename it to something like: MyMod.english.ucs.
    • In the upper left corner of the mod studio there’s another tab named: Tools click on that. Then double click on .ucs Editor and load RelicCOH.english.ucs (or your own copy of it). When it’s loaded click on the “New Entry” button located in the bottom right corner of the mod studio.
    • Now you have to fill in a new value there and make it: $18000000. And click OK, now make two new entries and when you click on New Entry it should say: $18000001 and $18000002.
    • Now we can fill in a new text for our new squad, and fill in the line next to $18000000: Logistic Engineers, next to $18000001: Basic builders, Good vs. Infantry and next to $18000002: Light infantry armed with m1 garands and M1 Thompsons. They can build several kinds of defenses. Can be upgraded with the M2 Flamethrower.
    • Now we have made the entries go back to the Files tab in the upper left corner of the mod studio and open up: logistic_engineer_squad.rgd and go to: GameData\squad_ui and look under table children for screen_name, help_text and extra_text.
    • Then fill in next to screen_name: 18000000, next to extra_text: 18000001 and next to help_text: 18000002 Now these numbers refer to the .ucs file to the value we filled in under that number.
    Now our squad is finished and I hope this helped you out with stuff.



    Happy modding to you all!









    -Celéstial
    Last edited by Kapp'n; 27th Apr 12 at 10:33 AM. Reason: link to new thread

  2. #2
    Member RGB's Avatar
    Join Date
    Jan 2008
    Location
    In The Middle Of Nowhere
    Great Idea!
    Last edited by RGB; 23rd Apr 09 at 5:41 AM.

  3. Modding Senior Member Company of Heroes Senior Member  #3
    Celéstial by heart Celution's Avatar
    Join Date
    Apr 2008
    Location
    Sweden
    If you read the whole thing, You can read that after I finish it, you'll know how to make a total new squads, with it's own unique upgrades etc. I don't know how to use modifier upgrades (well maby I do, but I don't know the word).
    I'll add them if you explain me the second. And what do you mean with squad size upgrades? (you mean like the PG upgrade from 3 to 4?)

  4. #4
    Forum Farseer Akranadas's Avatar
    Join Date
    Oct 2004
    Location
    Brisbane, Queensland
    Looking great.

  5. #5
    Member Soldier13's Avatar
    Join Date
    Dec 2008
    Location
    Somewhere in the bushes
    Great work Celestial keep it up.
    On a side not maybe add more spaces from 1. to 2.
    Example:
    1. something...something....something.....

    2. something....something.......

    So it would be more readable.

  6. Modding Senior Member Company of Heroes Senior Member  #6
    Celéstial by heart Celution's Avatar
    Join Date
    Apr 2008
    Location
    Sweden
    Thanks, I typed this is Word 2007, and I had it just like you mentioned Soldier13, but when you copy it to here all the lay-out was gone, but the nummering issue is ahrd to change. I'll take a look at it.

  7. #7
    Banned panter's Avatar
    Join Date
    Dec 2008
    Location
    serbia
    good work

  8. Modding Senior Member Company of Heroes Senior Member  #8
    Celéstial by heart Celution's Avatar
    Join Date
    Apr 2008
    Location
    Sweden
    I just updated the thread and I added:

    Q: How can I make a new building menu?

  9. #9
    Great work Celestial keep it up.
    On a side not maybe add more spaces from 1. to 2.
    Example:
    1. something...something....something.....

    2. something....something.......

    So it would be more readable.
    you could also use the BBcode list function, so it looks like this:

    Q: How can I make a new squad?
    A:
    1. Open up your mod in Corsix, and go to attrib\attrib\ebps\races\allies\soldiers\infantry_ riflemen.rgd and right click on it and select make a copy of this file, rename the copy to: logistic_rifleman.rgd
    2. Then go to attrib\attrib\ebps\races\allies\soldiers\engineer. rgd and make copy of it as well but rename it to: logistic_engineer.rgd.
    3. Now go to attrib\attrib\sbps\races\allies\riflemen_squad.rgd and make a copy of it and rename it to: logistic_engineer _squad.rgd. Then open it up and go to: GameData\squad_loadout_ext\unit_list\unit_01\type, and look under table_children and you’ll see: ebps\races\allies\soldiers\infantry_rifleman.lua, and change this to: ebps\races\allies\soldiers\logistic_rifleman.lua, also change the max and num from 5 to 3. now go to GameData\squad_loadout_ext\unit_list\unit_02\type and change the table_children to ebps\races\allies\soldiers\logistic_engineer.lua, also change the max and num from 1 to 2. The new files are now linked together, and form a squad, but we’re not done yet, we need to make the squad buildable from the Barracks.
    4. In attrib\attrib\sbps\races\allies\ logistic_engineer _squad.rgd go to GameData\squad_ui_ext\ui_group_position and change the value from 1 to 3. By changing the ui_group_position you change the position the squad will appear in the building menu of the building it is build in. The Barracks already uses the first two positions for the Riflemen and Jeep, so we take the third position for our new squad.
    5. Go to: attrib\attrib\ebps\races\allies\buildings\barracks .rgd. Open it up and go to: GameData\spawner_ext\squad_table and fill in under table_children the squad_03 sbps\races\allies\ logistic_engineer _squad.rgd.
    6. Now you’re done, we got a new squad ready to be build in-game, when you load your mod.

  10. #10
    Banned georider's Avatar
    Join Date
    Oct 2007
    Location
    Thessaloniki , Greece
    Very good work Celéstial , its nice for people to have all the how to together. Keep on.

  11. Modding Senior Member Company of Heroes Senior Member  #11
    Celéstial by heart Celution's Avatar
    Join Date
    Apr 2008
    Location
    Sweden
    Thanks, I didn't think of that at all Buckyboy.
    I'll keep working on this daily if I can.
    Last edited by Celution; 14th Jan 09 at 11:53 AM.

  12. Modding Senior Member Company of Heroes Senior Member  #12
    Celéstial by heart Celution's Avatar
    Join Date
    Apr 2008
    Location
    Sweden
    @Akranadas, can you move this to the How-To's? I will work on it every day if I can, and by the way, it will expand...


    (sorry for dubble post)

  13. #13
    Forum Farseer Akranadas's Avatar
    Join Date
    Oct 2004
    Location
    Brisbane, Queensland
    Are you sure you think it's ready to be moved?

  14. Modding Senior Member Company of Heroes Senior Member  #14
    Celéstial by heart Celution's Avatar
    Join Date
    Apr 2008
    Location
    Sweden
    Hmm, you got a point, I'll try to finish it at the end of the weekend if it's possible.

  15. #15
    Kevnan
    Guest
    good tut thanks

    in the building menu part, where are the logistic

  16. #16
    awesome, you just make this tutorial when I begin modding
    Bang Enterprise

  17. Modding Senior Member Company of Heroes Senior Member  #17
    Celéstial by heart Celution's Avatar
    Join Date
    Apr 2008
    Location
    Sweden
    What do you mean kevnan?
    Thanks, I'll finish it when I can.

  18. #18
    Kevnan
    Guest
    it says to open up logistic_rifleman.rgd and logistic_engineer.rgd
    where are those files?

  19. Modding Senior Member Company of Heroes Senior Member  #19
    Celéstial by heart Celution's Avatar
    Join Date
    Apr 2008
    Location
    Sweden
    Finished the Tutorial.


    If you read the whole thing, you can see I make a tutorial that explains everything to make a new squad, so logistic_engineer.rgd and logistic_rifleman.rgd are new files that make a new squad. So if you use the normal existing files it won't make any difference.

  20. #20
    Forum Farseer Akranadas's Avatar
    Join Date
    Oct 2004
    Location
    Brisbane, Queensland
    Moving to the How To Section.

  21. #21
    Member Soldier13's Avatar
    Join Date
    Dec 2008
    Location
    Somewhere in the bushes
    Great work Celestial.You just did a awesome thing for the community.
    Nice really nice.

    On a side note:
    We could still be updating this How To with other stuff if it were possible?
    So this truly becomes the one and only How To.
    So guys what do you say?
    "Fire and maneuver.That's the name of the game."

  22. #22
    Kevnan
    Guest
    Thanks alot. It's extremely helpfull.

  23. Modding Senior Member Company of Heroes Senior Member  #23
    Celéstial by heart Celution's Avatar
    Join Date
    Apr 2008
    Location
    Sweden
    Yep, that's what I would like, as I said maby it'll expand in the future, and any other tutorials you post here or PM me, I'll add o the thread.
    Last edited by Celution; 19th Jan 09 at 1:02 PM.

  24. #24
    Modfreak
    Guest
    The Gand how-To

    it s a little bit unclear, i believe your enter button is kaput ^^
    its difficult to keep the eyes on specific areas from the big text...
    there are barely explanatory notes....

    would it be easier to read i would like it

  25. Modding Senior Member Company of Heroes Senior Member  #25
    Celéstial by heart Celution's Avatar
    Join Date
    Apr 2008
    Location
    Sweden
    Yeah, I was planning to do that, just like wagnerr mentioned, will do that today


    Edit: thread updated, hope this is better now.
    Last edited by Celution; 20th Jan 09 at 8:21 AM.

  26. #26
    Modfreak
    Guest
    ^^ nice

  27. #27
    Member MajorWAA's Avatar
    Join Date
    Jan 2009
    Location
    Australia
    Cool

    Celestial. Could you please explain what all the files do in the skin packs. I am mostly interested in the vehicle skins.

    I think I understand that tex_ax_xxxx_dif.rgt is the skin of the tank and xxxxx_tc is the team colours part but what do _nrm and _spc files do?

    Also Georider - the Jedi skinner (the man must never sleep)- and other skinners have alot of extra files outside of the usual folder structure. The extensions are .abp, .mua, muax, .rga, .rgo, .rpb and .sua. What do these do? Are they required if I want to use that particular skin?

    If there is a thread for this please point me there.

    Cheers for your help.

  28. #28
    Azues
    Guest
    I just have to say that the squad creation walkthrough didn't work for me, Though I managed to figure out how to do it myself. Someone should look into it.

  29. Modding Senior Member Company of Heroes Senior Member  #29
    Celéstial by heart Celution's Avatar
    Join Date
    Apr 2008
    Location
    Sweden
    I tried it myself and it worked for me, so I think you had make a spelling mistake or something.

  30. #30
    How to put the new squad to WorldBuilder ?
    Come on help me !

  31. Modding Senior Member Company of Heroes Senior Member  #31
    Celéstial by heart Celution's Avatar
    Join Date
    Apr 2008
    Location
    Sweden
    Adding -dev to the target line in the shotcut's properties, it should work. Then make a new squad, and instead of selection RelicCOH select you mod.

  32. #32
    Hello everyone. Thankyou for the wonderful walkthrough, I tried creating the logistic engineers, however I have a problem.
    Upon launching the mod, I called mine My_Mod (creative lol), I see a flicker of the menu loading screen and then the game crashed to the desktop. I have tried the above instructions twice, double checked the pathway and have even tried using the COH Launcher program, but to no avail.
    I am running opposing fronts with the latest patch. If anybody can help me I would appreciate it.

  33. Modding Senior Member Company of Heroes Senior Member  #33
    Celéstial by heart Celution's Avatar
    Join Date
    Apr 2008
    Location
    Sweden
    Hmm, weird. Could you copy the whole line of the shortcut you're using. Something like:

    "C:\Program Files\THQ\Company of Heroes\RelicCOH.exe" -dev -modname My_Mod

    This line above should be the line you have.

  34. #34
    Hey, thanks for getting back so quickly. The target appeared to be as you have it above, however I copied and pasted anyway and had the same result.
    Since I made my first post, I have downloaded and tried out your mod btw and it works without a hitch! Also, great mod!
    Any ideas?

  35. Modding Senior Member Company of Heroes Senior Member  #35
    Celéstial by heart Celution's Avatar
    Join Date
    Apr 2008
    Location
    Sweden
    Hmm, could be a fatal error while you modded, it happened me once or twice. Best to remake your mod. I think your mod is in the early stages, so it won't be hard to do it again, and when you do it again, it will also improve your skills!

    Thanks that you like my mod!

  36. #36
    Thought I would just let you know what the problem turned out to be; had another look through the instructions given by corsix.

    IF YOU ARE USING VISTA, MAKE SURE YOU RUN THE MOD STUDIO AS THE ADMINISTRATOR

    If you don't run it like this the mod studio will not be able to actually alter any files/ create new files - do anything at all. Just tested this out by changing rifleman squads to 10

    Thankyou everyone, but not microsoft

  37. #37
    boucicaut
    Guest
    "Then open it up and go to: GameData\squad_loadout_ext\unit_list\unit_01\type, and look under table_children and you’ll see: ebps\races\allies\soldiers\infantry_rifleman.lua, and change this to: ebps\races\allies\soldiers\logistic_rifleman.lua, also change the max and num from 5 to 3. now go to GameData\squad_loadout_ext\unit_list\unit_02\type and change the table_children to ebps\races\allies\soldiers\logistic_engineer.lua, also change the max and num from 1 to 2. The new files are now linked together, and form a squad, but we’re not done yet, we need to make the squad buildable from the Barracks."

    hi all...i have followed the instruction but in GameData\squad_loadout_ext\unit_list\unit_01\type under the table children i found no else than : type loadout\unit.lua instead of ebps\races\allies\soldiers\infantry_rifleman.lua...so what going on.

    thank for your help.

    has been solved...heyhey

  38. #38

    Creating a new squad

    I do everything as you say to create a new squad, but if I say play in corsix's mod studio, there not there?
    Please help

  39. Modding Senior Member Company of Heroes Senior Member  #39
    Celéstial by heart Celution's Avatar
    Join Date
    Apr 2008
    Location
    Sweden
    Did you add the unit in the spawner_ext of a building? Is the unit's sbps connected to the ebps? Did you add a correct ui_group_position? Please give me some more information. When you apply a unit to a building this should be in the line:

    sbps\races\[race]\[soldiers/vehicles]\name_of_the_unit.lua

  40. #40
    I did everything, that you did.

  41. Modding Senior Member Company of Heroes Senior Member  #41
    Celéstial by heart Celution's Avatar
    Join Date
    Apr 2008
    Location
    Sweden
    Could this be the problem? In the first Q: How can I make a new squad? there is a line somewhere that says: attrib\attrib\sbps\races\allies\ logistic_engineer _squad.rgd Between the \ and the logistic_engineer_squad.rgd is a space which should not be there. so it should look liogistic_engineer_squadke this attrib\attrib\sbps\races\allies\logistic_engineer _squad.rgd

    Maby I did this somewhere else aswell, so don't copy my lines, but rewrite them in Corsix. (I'll fix the bugs in the tutotial above)

  42. Modding Senior Member Company of Heroes Senior Member  #42
    Celéstial by heart Celution's Avatar
    Join Date
    Apr 2008
    Location
    Sweden
    Updated the thread:
    Q: How can I make mods to work with v2.501?

  43. #43
    Member LordEmperor's Avatar
    Join Date
    Dec 2006
    Location
    Portsmouth UK
    @Celéstial
    Q: How can I make mods to work with v2.501?
    Thats a good Question but you miss a 'word' it should say: How can I make New mods to work with v2.501

    I have had no luck with making a new mod look at my post "$562002 Mod" in the Armoury and if you know the answer please let me know!

  44. Modding Senior Member Company of Heroes Senior Member  #44
    Celéstial by heart Celution's Avatar
    Join Date
    Apr 2008
    Location
    Sweden
    You have to put a .ucs file in [modfolder]\Locale\English, and then edit the module again so it refers to the .ucs file The problem is you can't use v2.301 .ucs files becuase they you'll get alot of $60936 No Key errors.
    The module which I posted above is already edited for a new .ucs file, so when you change all "Improved" to the name of your modfolder, the system will search the .ucs file in [modfolder]\locale\english.
    So for me it's:

    Improved\Locale\English

  45. #45
    I figured it out -_- stupid mistake. Great How to!
    Last edited by mrkidkill; 9th May 09 at 10:31 PM.

  46. #46
    alternateve
    Guest
    Im Very Stuck My Mods Folder Has no files on it so i used teh cheat mods ucs
    !!!!!!!!!
    But Apon Entering into corsixs i get errors i cant do anything

  47. Technical Help Senior Member Homeworld Senior Member  #47
    Multi-Capsed ORCACommander's Avatar
    Join Date
    Feb 2007
    Location
    In a barren waste beyond the outer gates
    celestial if you put the module data in [code] tags the smilies won't get parsed and it will take up less space.

  48. #48
    x500000
    Guest
    Great work man. Keep it going.

  49. Modding Senior Member Company of Heroes Senior Member  #49
    Celéstial by heart Celution's Avatar
    Join Date
    Apr 2008
    Location
    Sweden
    Thanks ORCACommander, didn't thought of that at all!

  50. Technical Help Senior Member Homeworld Senior Member  #50
    Multi-Capsed ORCACommander's Avatar
    Join Date
    Feb 2007
    Location
    In a barren waste beyond the outer gates
    no problem. Oh ya you should also mention that now with this file you are required to have an "Improved.english.ucs" in your mod's local folder just change improved to your mod name.

Page 1 of 10 12345678910 LastLast

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

     

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •