hello everyone, my question is plain and simple, is it possible to have unique chapters. so not just looks but buildings and unit statistics?
hello everyone, my question is plain and simple, is it possible to have unique chapters. so not just looks but buildings and unit statistics?
Ultimate Warfare
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Not that I know of. You can have different units with different ui and stats by setting multiple requirements dependant upon which commander is chosen. If there was a requirement for such that had to do with what chapter was chosen then I suppose this would be possible.
mind explaining the stats with the hero, just like an example
Well, kind of like how i have it set up in the mod im using. Sine i have been working on the necrons md, i realized there is an even easier way to do it too. you can remove the hq from startup alltogether. create 2 different abilities, one that spawns the necron hq, and one that spawns the tyranid hq. when you select the necron lord, he spawns the necron hq, which in turn will have all of the necron units that are completely seperate from every other race/unit available, and for when you select the other 2 tyranid commanders, they will spawn the original tyranid hq.
the other way would be like how i have it set up in the tau/imp guard mod. 2 imp guard commanders, and 1 tau commander. selecting tau commander will remove all of the imp guard units from the hq, and leave only the tau units buildable. selecting either imp guard commander will remove all of the tau units from the hq. this can all be done with the 'require_squad_ratio' requirement which there are a lot of in many of the models there can only be one of at a time. GUO for example has such a requirement, set to himself. if you set the requirement to a different squad, say the chaos land raider, then you can only have either one or the other out at a time, but not both. this requirement can be used to either display the unit at the hq or to have it not be displayed.
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Well, kind of like how i have it set up in the mod im using. Sine i have been working on the necrons md, i realized there is an even easier way to do it too. you can remove the hq from startup alltogether. create 2 different abilities, one that spawns the necron hq, and one that spawns the tyranid hq. when you select the necron lord, he spawns the necron hq, which in turn will have all of the necron units that are completely seperate from every other race/unit available, and for when you select the other 2 tyranid commanders, they will spawn the original tyranid hq.
the other way would be like how i have it set up in the tau/imp guard mod. 2 imp guard commanders, and 1 tau commander. selecting tau commander will remove all of the imp guard units from the hq, and leave only the tau units buildable. selecting either imp guard commander will remove all of the tau units from the hq. this can all be done with the 'require_squad_ratio' requirement which there are a lot of in many of the models there can only be one of at a time. GUO for example has such a requirement, set to himself. if you set the requirement to a different squad, say the chaos land raider, then you can only have either one or the other out at a time, but not both. this requirement can be used to either display the unit at the hq or to have it not be displayed.
yea but i am talking about if you choose the black templars faction, they will have stonger melee than other chapters, how do i do that, maybe put a requirement on them to only unlock when you choose that chapter?
yea but like i was saying, i dont think such a requirement exists, and im not sure if its possible to add in a new requirement like that
yea, there is the requirement that allows for unique looks in entity blueprint, could i use that, or would that only apply to the look and the coding on it couldnt be changed.
That applies only to the model that is loaded unfortunately. hmm, now only if there was a way to give individual properties to just a model
hm, couldnt you just put some properties on lets say a piece of wargear, then assign it to the unit?
no, then anyone that has that wargear, reguardless of what chapter,will have those properties.
that is why you would make a copy and only assign it to that one.
That would still mean you need to have a way to make it so that a different squad is spawnable based on which chapter is selected
yea, it obviously needs to be assigned to a unit, the unit assigned to a building. i found some stuff on chapters in the RBF library, but nothing useful just chapter_speaker_overrides. maybe if you had an upgrade that was choose-able from the beginning that had a bunch of different variations each belonging to a different chapter.
the other way would be like how i have it set up in the tau/imp guard mod. 2 imp guard commanders, and 1 tau commander. selecting tau commander will remove all of the imp guard units from the hq, and leave only the tau units buildable. selecting either imp guard commander will remove all of the tau units from the hq. this can all be done with the 'require_squad_ratio' requirement which there are a lot of in many of the models there can only be one of at a time. GUO for example has such a requirement, set to himself. if you set the requirement to a different squad, say the chaos land raider, then you can only have either one or the other out at a time, but not both. this requirement can be used to either display the unit at the hq or to have it not be displayed.
What file is to be edited to have a chapter show up in the race's drop down menu? Say for example SM_Blacktemplars or SM_Ultramarines. And another thing, what is the edit to fully separate what unit a FC can build right from the others (Tau_commander versus ig_commissar_lord + ig_commander). About the GUO, if you just edit 'require_squad_ratio' the unit can be still seen in the build menu box even if you cannot produce it. In particular, I'd like to know what you did to fully separate IG from Tau so that you can build separate units depending on what FC commander you chose.
To add new chapters (color schemes) you need to add a new line in the defaultchaptercolours.lua which can be found under DATA/config. You will need an LUA editor such as ScIte to do this (http://www.scintilla.org/SciTE.html) Just make a copy of any of the sections and just change it around to whatever name and colors you want. The 'chapters key name' entry in here is what links specific chapters to alternate models. This is a seperate process from what i did to get the tau added in as a seperate race from the IG however.
First I edited the IG's race profile where the selectable heroes are listed. (simulation/attrib/racebps/imperial_guard). Under the hero list there are 3 enteries. I simply changed the info of the inquisitor over to the tau commander I put together so that he is now selectable in the menu instead of the inquisitor. I then added a require_squad_ratio of 1 to all of the IG units, set it to display_and_usage_and_produce, and linked it to the tau commander. This makes it so that if the tau commander unit is ingame, either he or the ig units will be displayed, but not both. When he is not selected from the game menu and isnt in the game, they show up at the hq fine as normal. I had to do the same thing for each of the tau squads as well, set 2 requirement ratios for each, pointing to both of the ig commanders, so that they wont show up at the hq if either of the ig commanders are on the field. all of the ig and tau squads need to be in the spawner section of the ig hq. Overall, setting up requirements this way limit what units pop up at the hq deppending on which commander is selected.
I have downloaded the program, but I thought you could just edit using text editor. I understand this editing. Thanks for the info. On another note, I think your mod is awesome. I am not sure about including a 3rd Tau commander in the selection panel. Is it there a way you could actually create a whole new army in the dropdown menu with 3 generals each like the rest? I've noticed requisition runs faster than usual when playing your mod. What did you do to achieve this?
Nah the only person who came close to this type of work was Promythyus, and its all adobe flash type editing, which is beyond me. No one has been able to figure out how to add a new race to the dropdown menu yet unfortunately.
For faster req and power there are 2 things to consider. in my mod ive disabled upkeep from each of the ebps. this stops it from slowng down your income the more units you have on the field, turning it from a strategy game into a slaughterfest. The other way is to change the properties of the resource points and power nodes and raise the income level. The properties for these can be found under attrib/ebps/world_objects/gameplay/strategic_point_pvp (and ffa) and strategic_point_requisition_pvp(and ffa), under the 'resource_ext' for 'resource_choice_per_second'. can just raise them by a little bit until you get a rate that isnt too op but makes it so you arent sitting there for 5 mins waiting to build one squad (zzzzz)
If i wanted to get some good sleep id go back to playin vanilla dow![]()
Another thing I've noticed in your mod is you have deleted the default armour for some units so that the armour attachment won't superimpose in the army painter. How did you achieve that?
Are you refering to the medals and stuff that show up on the marines that normally show up deppending on your online level?
When you attach an armour to a default one without erasing it first, they both show up at the same time in the army painter causing a blurry image on the screen. In your mod your FC is not wearing the default armour on, but a different one. How did you delete the previous FC armour so that you could attach the new one?
If i'm getting what your saying then all you should have to do is find an armour entry that you want, copy and past is over the fc's armour. if you are referring to online level, and you only want it to always have that armour no matter what level, just delete all of the entries and past over the first entry.
There is no dedault armour for the sm force commander in the ebps folder, so if you cut and paste any armour onto animator attachment it won't show up correctly. There must be another file telling the ai what the fc default armour is: you won't find this in the ebps file.
yea, should have told him the directory lol, but thats what your looking for if i understand correctly.
In the original version of the game, the commander (as well as most of the troops) come set up with a fixed head and backpack. The armour is seperate and listed under the online level animator attachments as Hadrun posted. Any one of those attachements with minimum level set to zero will display that armour attachment as default. When modding however, its best to remove the online atachments or there will be model conflicts like the level 1 base online armour which wil be overlapping the models that are meant to be displayed, as with the issue you had mentioned previously.
#26
go to the online attachments and change the start armours from zero to greater than 10 if you dont want to use, alternatively set your specific armour from zero to whatever and it will be used on start up
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Got it! Thanks guys. I feel only sorry no further army can be set up in the drop down menu. I am sure there must be a way around it, but Bloodgrave says nobody has quite figured it out yet.
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