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How To: Editing Doctrines and their Abilities

  1. #1
    Member burtondrummerNY's Avatar
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    How To: Editing Doctrines and their Abilities

    Introduction


    So, I understand you want to make your mod a little more personal or unique by changing around the doctrines! Congratulations! Editing doctrines is challenging, but rewarding when you see the results.

    What you'll need:

    1) Corsix's Mod Studio
    2) Patience
    3) RGD skills
    4) Your new abilities/upgrades

    Starting Out


    First, I recommend you take out a piece of paper, a pen, and start messing around with layouts in your head. Trust me, this leads to more interesting, unique, creative, and balanced trees. When you have done this, read below.

    Ok. I am going to assume you have the mod studio, so open it up when you are ready. First, let's open up the doctrines for your desired race. For example, to edit the American trees, go to:

    attrib/attrib/commander_tree/

    Ok, open the tree you want to edit. Let's look at the Airborne tree (attrib/attrib/commander_tree/allied_airborne_tree.rgd)
    Expand all of the children in the rgd.

    Unless you are a genius with programming, there are only a few things you can really mess around with concerning looks and text.

    Getting Down and Dirty


    There are a few things you can 100% edit in the tree: the name, description, the main images, and upgrades. I recommend you do not mess around with the upgrades, as this can really mess up your mod.

    Changing the name is probably the easiest thing to do here. Simply open up name, and insert the UCS reference there. To change the tree description, open up help_text_1 and repeat. Click save. You have now changed the name of your tree and the description!

    Now, let's change some pictures. There are a few images you can change. You can change:
    • symbol_texture
    • portrait_texture
    • pin_texture

    These are the 3 I have had the most success with.

    Find the original picture in:

    data/art/ui/ingame/(commander_whatever)


    Convert the image into dds or tga, and edit it with photoshop or the GIMP. When you have finished, convert the image back into the standard format.

    Save, and you have just finished changing the images ingame!

    "We Have An Upgrade!"


    I bet you are thinking, "ok, I don't really care about the images right now. I want my abilities ingame!"

    Remember what you need to have: patience.

    Now here comes the fun part.

    If you have already drawn a layout of your doctrine, I applaud you. The rest of you, do it now. I'll wait. No, seriously, go ahead.

    Good? Excellent!

    With the knowledge of your tree nearby, start making your abilities. If you need help with this, ask around on the forum.

    When you have all of your abilities ready to go, go to the requirements for the ability. Here's the fun part.

    Have the abilities require the upgrade for each part of the command tree depending on its position. For example, upgrade\allied_airborne_02.lua is the 2nd ability on the right side of the tree. By doing this, whenever you get that upgrade, you have access to the ability!

    After you have done all of this, try it in game. Save everything, and try it out.

    Wait a minute...why don't my new abilities work? That, my friend, is because there is one last step to do.

    Putting It All Together


    Lastly, we need to have all of the abilities show up on the command panel before we can use them! This is probably the easiest step of all.

    Simply go to attrib/attrib/racebps/(race)

    In your race, find abilities.

    Yep, you guessed it. These are the doctrinal abilities that show up on the command panel.

    Simply replace the old ones with your new ones. Save, and try it again.

    Closure


    Well, it is true that you learn something every day. For example, you read this, and now you know how to edit command trees. I wish you luck with all of your modding endeavors and congratulate you once again for being a modder.

    - burtondrummerNY

    Kapp EDIT: For further reading on editing doctrines, please see Aidas' How To here
    Last edited by Kapp'n; 14th Mar 11 at 11:26 AM.

  2. #2
    Warfreak166
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    ok i didnt really understand the part where they have to require the next ability part this what i want to do i made my abilties this is what im going to do


    Royal Commandos (3) Commando Jeep Paradrop (1)

    Tetrach Glider (2) Commando Paratroopers (2)

    HQ Glider (2) Commando 57mm Paradrop (2)

    the numbers with parenthesis are the command points to spen dont worry i know how to do that part

  3. #3
    Hai! Just one concern? I put AP/HEAT rounds in it? How do I make it an upgrade for ALL my shermans?(Allied Armoured Co.)

  4. #4
    Member burtondrummerNY's Avatar
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    ok i didnt really understand the part where they have to require the next ability part this what i want to do i made my abilties this is what im going to do

    By having them require the upgrade, they won't be usable until you purchase the upgrade on the tree. When they have usage_and_display, they won't be visible until you get the upgrade.

    I'm not sure if this is what you're looking for.

    @ D2v0n: Copy the filter action from the BAR upgrade, and modify it. That way every sherman has AP/HEAT rounds

  5. #5
    <3 Philadelphia mandead's Avatar
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    Any idea why my Bergetiger call-in doesn't work?

    I've added it to the PE section in racepbs/abilities.

    I've replaced the ability loadout section with Bergetiger squad instead of Tiger squad.

    I've got the text and icon working correctly in the doctrine tree, and I've linked up the doctrine requirement with the actual call-in ability (a copy of the Jagdpanther ability)

    When I qualify for the ability I get two icons, one's the Bergetiger and it's grayed out; the other is a blank, black icon (ie, there's no icon there, it's just the UI background button) next to it, and I can't seem to get it to work.

    =/

  6. #6
    Member Akalonor's Avatar
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    How do I make the abilities to put into the tree ?

  7. #7
    Member burtondrummerNY's Avatar
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    The same way you make a regular ability. Go to the abilities folder, copy something similar, then set it up the way you need it. To get it to work as a doctrine ability, have it require a doctrine upgrade, and then add it to the racebps

  8. #8
    Hi m8s. I have a very basic trouble, I can't get .UCS file in my mod working.

    Was trying to change the Royal Commandos tree to RAF support but If I make the new entries in a brand new .UCS file the game don't see them, the only thing that worked was editing directly the RelicCoH.Spanish.ucs file in the main Company of Heroes directory.

    I think the trouble should be because I have the game in Spanish so the folder structure for the .UCS file is CoH/Engine/Locale/Spanish/RelicCoH.Spanish.ucs.

    I have tried everything... making a /Locale/English & /Locale/Spanish structure in my mod, copying othe mod's structure and files adding my new entries (I tested this mods and they worked fine on literals), making the same structure of the original in my mod folder (/Engine/Locale/Spanish/ & /Engine/Locale/English/ too), changing my .module in the [locale:spanish]
    folder.01 = CoH\RAF\Locale\Spanish
    like this to try to point to the right directory...

    Now I'm out of imagination about what more can I do. I can't believe I got stuck in such a basic thing...

    Any idea please?

    Thanks in advance.



    Sorry pals, finaly I got it by myself.
    The trouble was, in effect, in the Spanish installation/English modding.
    I finally changed:

    [locale:spanish]
    folder.01 = CoH\Locale\Spanish
    folder.02 = CoH\Engine\Locale\Spanish
    folder.03 = RelicOnline\Locale\Spanish

    to:

    [locale:spanish]
    folder.01 = RAF\Locale\Spanish
    folder.02 = RelicOnline\Locale\Spanish


    and then it worked at last

    (RAF is the namy of my mod, of course and the .module file is the one from awesome Celéstial's "The Grand How-To" thread)

    I leave this in here just in case anyone has the same .ucs trouble. If it's not it's right place to be please feel free to delete/move it.

    Thanks all anyway.

  9. #9

    How to stack doctrines

    basically i would like to use all three doctrines for all the races as i believe it would be really fun in single player mode.
    In other words if you start with infantry doctrine for the yanks, and you finish all the command points there you should then be a ble to select paratroopers and then tanks in other words like sub doctrines.


    PLEEEEEEEEEEEEEEEASE can anyone help me with this...
    THX

  10. #10
    Member
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    mmm how do i create doctrines for a faction i made?

  11. #11
    Member RelicModder's Avatar
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    well copy the factions rename it to what you then in the lua conts add the trees then the UPGS after that add the abillitys to the faction you want in the racepb
    then back LUA conts define what the abillity does i do not know how to post TUTS and i am new to this
    only PM plz email no work

    jagdpanther ist der beste kerl den ich je im netz begegnet

    Ruh in frieden Loran Korn

    :)

  12. #12
    Hi

    Is it possible to make only 2 docs ?

  13. #13
    Member TheChosenOne's Avatar
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    Ok, My problem is simple. Well, maybe not but anyway. Here's the problem: As the Wehrmacht everything works like it should except for two things. As the Blitzkrieg the ability to call in a Tiger doesn't work. As the Propaganda calling in the King tiger doesn't work. The icons and everything work as they should but when you call in the tanks they don't show up. Any help would be very much appreciated.

  14. #14
    Member burtondrummerNY's Avatar
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    Check requirements of those abilities, and make sure the squads that they call in are available.

  15. #15
    Member TheChosenOne's Avatar
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    Ok I checked those requirements and everything checks out. All I did was edit the weapon stat, health, and cost. Now for some unknown reason it the ability doesn't work. I went to my backup and the ability still works without the changes. I just don't know what it could be.

  16. #16
    Member burtondrummerNY's Avatar
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    Oh. Changing the cost is probably the problem here. Check how many total points your unit costs (fuel+munitions+manpower), and check in the ability's action to see how many total points it should use. If the total points is less for the call in than the cost of the unit, it wont call it in.

  17. Company of Heroes Senior Member  #17
    Moderator Lethal Dosage's Avatar
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    Burton hit it right on the head. As he explained, the points_total in the call-in ability's reinforcement action needs to be slightly greater (about 100 points more) than the total cost of the squad (Manpower, Fuel, Munitions, etc.). Changing the cost of the squad doesn't actually change the cost of the call-in ability. The ability has it's own cost table, you'll need to go in there to change the cost of the ability.

  18. #18
    Member TheChosenOne's Avatar
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    Thank you for the help. That fixed the problem.

  19. #19
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    Hi, i have a problem... i want to make a bigger command tree.
    But where can i find the "background" to edit? do i have to edit something or does it correct itself, when i add more the 6 abilities?

  20. #20
    How to reduce number of command points for every abillity ?

  21. #21
    go to the upgrade you want to add. Than look into time_cost\cost there you see a special amount of command. change them to adjust the number

  22. #22
    I want to change King Tiger in propoganda doctrine to jagdpanter ( and where are King Tiger files in attrib folder )??

  23. #23
    I have a quick question. If a unit has a restriction of one unit on the field of battle at a time how can I change it to let 2 or 3 of those units on the field at the same time? Any help would be greatly appreciated. Thank you

  24. #24
    Member Jagdpanther's Avatar
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    Check the requirements of the squad for this unit. There must be a "required_cap". Change this requirement to your need.

  25. #25
    Would the file be in the ebps folder? Or would it be under the abilities since you have to call it in off map?

  26. #26
    Member Jagdpanther's Avatar
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    All squad files are in sbps (SquadBluePrintS).

  27. #27
    Thank you

    ----------

    Jagdpanther-thanks for the help...another quick question-What file allows soldiers to reinforce from a vehicle?

  28. #28
    Member Jagdpanther's Avatar
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    What file allows soldiers to reinforce from a vehicle?
    It's not a file but a combination of settings.
    First, each squad you you will reinforce, needs the "squad_reinforce_ext" (extension) in their sbps. - see some soldiers for reference.
    Second, the vehicle, that should be able to reinforce squads, do need the "spawner_ext" (extension) in their ebps (EntityBluePrintS). - see the german Halftracks for reference. The only important setting there is the "spawner_ext/reinforce_radius", the "squad_table" should be blank, but can also be used.

  29. #29
    Thank you for your help!

  30. #30
    Member Jagdpanther's Avatar
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    Pleasure, it's a forum to ask questions.

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