1. Open up Corsix's Mod Tools. And Load your mod / create a new mod.
2. Go to attrib > attrib > racebps.
3. Right click on "axis_infantry_company.rgd" and select "Make a copy of this file". Name it: "axis_japan.rgd"
4. Open up "axis_japan.rgd".
5. Go to "online_race_id". Change it to a number of your choice. 4 or higher should be good, but there has been reports that 4 isn't working. 0-3 is used by the vanilla factions, in this order: US, Wehr, CW, PE.
6. Go to "sub_race_type". Change it to "axis_japan".
7. Go to "race_path". Change these:
*A) image_flag_filename (flag to show up when selecting the team)
*B) name_abbreviated (Shorter version of the name, eg Japan instead of Japanese)
*C) name_id (The name to show when selecting the team)
*D) path_name (ebps and sbps, recommended is to keep it the same as sub_race_type)
8. Go to attrib > attrib > ebps. Extract axis folder. Rename the extracted folder to what you selected as path_name in the last step.
9. Go to attrib > attrib > sbps. Extract axis folder. Rename the extracted folder to what you selected as path_name in step 7.
10. Go to data > data > scar and open wcutil.scar
11. Find "_Annihilate["axis"] =" (line 93?) and copy from there down to "-- the Panzer Elite stuff" (not including this).
12. Paste it below.
13. Change "_Annihilate["axis"] =" (new one) to "_Annihilate["axis_japan"] =" (or what ever your sub_race_name is)
14. Go to attrib > attrib > ebps > gameplay
15. Find "starting_position.rgd" and open it up.
16. "starting_marker_ext" > "starting_build". Go to building_02 (for allies) or building_05 (for axis).
17. In "building" enter "ebps\races\'path_name'\buildings\hq.lua", where 'path_name' is the path_name you selected in step 7D.
18. In "race" enter "racebps\'racebpsnamehere'.lua", where 'racebpsnamehere' is the file name you select in step 3 (without the .rgd).
19. Repeat steps 14-16 for all starting_position files, including Holland. Please note that the HQ name is slightly different for each HQ.
20. Place this file in your "Data\art\ui" folder. Make sure you extract it before placing it. More info on what it does and why it's needed can be found here. The file was made by Cope, all credits to him.
21. Go to data > data > scar and open "luacontansts.scar". After TRACE_AXIS_PANZER_ELITE = "axis_panzer_elite" add TRACE_AXIS_JAPAN = "axis_japan" (should be the same as the racebps name)
22. Scroll down to line 79 (in 2.601) and copy everything from "--*** AXIS SBPS ***" to "--*** COMMON WEALTH ***" (not including the Commonwealth line). Paste it below and change AXIS to JAPAN (first and second line).
23. Head to line 340 (in 2.601) and copy everthing from "--*** AXIS EBPS ***" to "--*** COMMON WEALTH ***". Do the same as above.
24. Head to line 617 (in 2.601) and copy from "AXIS = {" to "ALLIES = {" (don't copy the Allies part including the first line!). Paste it below and do like in step 21.
25. Since we cannot use the "starting_squads" in "starting_positions", we need to do a walk around. There is one, a smart one invented by someone in the EF team long ago (my guess is Cope, but I'm not sure!). Open data > data > scar > winconditions > "zannihilate.lua". In there add the following AFTER "g_CheckAnnihilate = true" ADD
There you go, your own faction. Now you need to do all changes so it's not a 100% copy of Wehr, have funPHP Code:function OnInit()
-- this is for spawning the custom startingsquads
for i=1, World_GetPlayerCount() do
local player = World_GetPlayerAt(i)
if Player_GetRaceName(player) == "axis_japan" then
Util_CreateSquads(player, SGroup_CreateIfNotFound("starting_japan_player_"..i), SBP.JAPAN.PIONEER, Player_GetStartingPosition(player))
end
end
end
Scar_AddInit(OnInit)
If it doesn't work, then either you did a mistake somewhere, or I wrote something wrong/missed something (let's hope it's not that!).
Also please note that you need to update wcutil (if change in buildings) and luaconstants (if change in units, squads or buildings).
To Fix Recrewing crashes:
http://forums.relicnews.com/showthre...nd-TeamWeapons








