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theharkonnen

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Posted:
Mon Jan 30, 2012 11:57 am |
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We'll use this thread if we have any bugs related to modding.
1) I've added new music, but after it plays, music stops playing totally. I thought it was file size, but I'm still having problems.
2) I've added new units and portraits, but when I add a new portrait to a unit, the portrait is missing and instead the unit is used (like with HQ trucks). Any ideas on how to fix this? |
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Gizmotron

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Posted:
Mon Jan 30, 2012 9:27 pm |
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how did you install the new music into the game interface?
did you attach it to a specific nation?
is the music described as GeneralAmbient?
did you integrate into the existing strings of music in the music_aa.tgi file in the Audio folder? the game seems to be programmed to look for sets of of three for each nation, and the main menu...
did you add an extra cycle to the existing menu music, or did you try to replace it outright? a work-around might be to make multiple copies of the same audio file so the game can repeat it in proper sequence.
just speculating here.... |
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theharkonnen

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Posted:
Tue Jan 31, 2012 9:06 am |
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| Gizmotron wrote: |
how did you install the new music into the game interface?
did you attach it to a specific nation?
is the music described as GeneralAmbient?
did you integrate into the existing strings of music in the music_aa.tgi file in the Audio folder? the game seems to be programmed to look for sets of of three for each nation, and the main menu...
did you add an extra cycle to the existing menu music, or did you try to replace it outright? a work-around might be to make multiple copies of the same audio file so the game can repeat it in proper sequence.
just speculating here.... |
For most, I simply copied the name and pasted it in the audio file I wanted. However, i did also add some in the music_aa.tgi
Example:
IDS = ger_ambient
files = Music/NationGER01.mp3,Music/NationGER02.mp3,Music/NationGER03.mp3,Music/NationGER04.mp3,Music/NationGER05.mp3,Music/NationGER01.mp3,Music/NationGER02.mp3,Music/NationGER03.mp3,Music/NationGER04.mp3,Music/NationGER05.mp3,Music/GeneralAmbient01.mp3,Music/GeneralAmbient02.mp3,Music/GeneralAmbient03.mp3,Music/GeneralAmbient04.mp3,Music/GeneralAmbient05.mp3,Music/GeneralAmbient06.mp3,Music/GeneralAmbient07.mp3,Music/GeneralAmbient08.mp3,Music/GeneralAmbient09.mp3
name = "#music_aa_ger_ambient_name"
fade_time_s = 3, 1
So as you can see, I added a couple ambient musics and a couple factional musics. One thing I don't get is why the factional musics are repeated again. SOme pieces work, some don't. So are you indeed saying that I cannot add more than three musics per faction? |
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Gizmotron

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Posted:
Tue Jan 31, 2012 7:56 pm |
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with what I see posted here-- my first thought is that "fade_time_s" is the time it takes for the music to fade. if that number is truly a negative value-- then it means that once the music stops it's impossible for it to fade into the next piece. it might work like a big red stop-sign for the music loop.
that's my best guess right now.
but I can't help but wonder if there is some additionaly template or properties file you have to mod in order for it to loop back on itself.
haven't tried touching the music yet... I'd probably have to get an MP3 converter first, lol. something to consider later. |
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theharkonnen

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Posted:
Wed Feb 01, 2012 10:35 am |
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Okay, I'll try playing with the fade thing.
Another thing though, I got mines to work properly, so that can be built by engineers. However, I am stuck using the Thing Template=AABuilding and this means no construction fences are used around the mines and that the mines already exist before being built.
I tried using Thing Template=AAGERBuildingConstructed and it works great (construction fences appear and the mines rise up), but the texture ghets screwed up. This means the model is there, but the instead of the mines texture, which works if I use the above template, it does not work. Any ideas on how to correct this? I spent about an hour trying to figure this out.
BTW, do you know of anyway to make units invisible to the enemy liek secret agents are. I would like to make the mines invisible to the enemy to make them worth while. |
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Gizmotron

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Posted:
Wed Feb 01, 2012 10:15 pm |
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I've accidentally made vehicle units invisible-- because I didn't use the right "aspect falling animation". my guess is that this is probably what needs to happen. I have yet to figure out how to make minefields invisible-- which is something I've been wanting to do for a long time!
but I'm thinking that if the animation process were thwarted or bypassed in some way, it might be possible to make invisible minefields in the same "accidental" manner that I made invislbe airborne armored cars.
I hope. lol |
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VKleist

Joined: Apr 21, 2011
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Posted:
Sat Feb 04, 2012 7:05 am |
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I don´t kown if it is possible, but I only thought of it because could be interesting. In the option to play WWII with any nation, would it be possible to create new provinces or territories in the WWII´s map?
I suppose that it is very difficult but maybe among us there are some genius…hahaha  |
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CptKramer

Joined: Jan 19, 2012
Last Seen: May 06, 2012
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Location: Boston
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Posted:
Sun Feb 05, 2012 8:52 am |
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I've seen nations added to ww2 mod and I know of a mod that adds Canada as an extremely overpowered nation but I never looked into it cause it seems like a lot of work and my mod was intended for multiplayer |
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theharkonnen

Joined: Jan 10, 2012
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Posted:
Sun Feb 05, 2012 5:46 pm |
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Yes, i have gotten the mines to show up properly, with texture and all. They now have construction fences and everything. Now I just need to figure out how to make them invisible and make the explosions work properly. Here is the code thus far:
[Thing Template=AABuilding]
{
IDS = minefield_AP
name = "Anti-Personal Mines"
[View]
{
resource_prefix = Minefield2/Minefield
icon = /UI/Game/BuildingButtons/IconBunker.png
shadow_type = NONE
shadow_texture = null
[TextureSearchPath]
path = Minefield2/Minefield
[WhenDestroyed template=FXC_PlaySFX]
audio_ids = explosion_landmine
at = TARGET_GROUND
}
[BodyComponent]
{
defense_icon = /Properties/AbilityIcons/IconAbilityDefense.png
rot_time = 0
sink_time = 0.0000001
health = 25
defense = 0
}
[ConstructionComponent]
{
;; TODO: are construction nodes necessary?
construction_node_name_prefix = Stage
finished_node_name = Final
}
[DefenderComponent]
{
control_range = 5
[Ability Template=AAAttackLocal]
{
reload_time = 0
priority = 20
move_weight = 0
use_weight = 1
wait_weight = 0
move_bonus = 1
use_bonus = 1
wait_bonus = 1
[AbilityDefinition Template=AABunkerAttack]
{
IDS = mine_self_attack
name = "#minefield_DefenderComponent_AbilityDefinition_name"
ability_type = null
range = 1
recharge_time = 10
[Effect Template=BlastDamageEffect]
{
targets = SELF
amount = 25
}
}
}
[Ability Template=AAAttackLocal]
{
reload_time = 0
priority = 20
move_weight = 0
use_weight = 1
wait_weight = 0
move_bonus = 1
use_bonus = 2
wait_bonus = 1
[AbilityDefinition Template=AABunkerAttack]
{
IDS = mine_attack_enemy
name = "#minefield_DefenderComponent_AbilityDefinition_name_2"
ability_type = null
range = 1
recharge_time = 50
area = 3
impact_impulse = 2000
[Flags]
{
center_on_source = true
}
[Effect Template=BlastDamageEffect]
{
amount = 50
}
[Effect Template=AddDamageEffect]
damage_type_IDS = explosive
targets = infantry
amount = 50
[Effect Template=MoraleLossEffect]
amount = 1
;;explosion on target
[WhenDo template=FXC_CreateVFX]
{
VFX_IDS = temperate_medium_explosion_1
at = SELF
attached = false
}
}
}
}
[DetectionComponent]
{
detection_range = 0
remote_detection_range = 0
}
[EconomyComponent]
{
[Cost]
money = 10
[Production]
[Upkeep]
ammo = 0
}
[Flags]
{
blocking = false
invulnerable = false
axis_locked = false
radar = true
flatten_terrain = true
}
;; Needed to make the Defender Component work.
[PerformerComponent]
[PropertiesComponent]
{
[Property]
property_ids = minefield
[Property]
property_IDS = military_building
[Property]
property_IDS = bunker
}
[WhenEnter Template=FXC_CreateVFX]
{
actor_state = construction
VFX_IDS = construction_raise_vfx
location = BASE
}
[WhenEnter Template=FXC_CreateVFX]
{
actor_state = construction
VFX_IDS = bunker_construction
}
[WhenLeave Template=FXC_CreateVFX]
{
actor_state = construction
VFX_IDS = bunker_deconstruction
}
[WhenEnter Template=FXC_CreateVFX]
{
vfx_ids = building_pack
actor_state = active_construction
location = position
}
[Placement]
{
placement_group_IDS = group_campaign
}
[Size]
{
height = 2
blocking_shape = CIRCLE
blocking_radius = 2
soft_shape = CIRCLE
soft_radius = 2.1
}
[StructureComponent]
[WhenLeave Template=FXC_PlaySFX]
{
audio_ids = bunker_construction_complete
actor_state = construction
}
} |
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theharkonnen

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Posted:
Tue Feb 07, 2012 12:53 pm |
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I have found the make units inivisible option in the template_modifier.tgi (INVISIBLE_TO_ENEMY). However, it does not work according to the dev notes. This means mines cannot be made invisible to the enemy. You can make them completely invisible by using
invisible = true
under the flags option, but it makes mines completely invisible, nothing is seen. However, you can make them invisible to the ai by changing priority to zero or some other very low value.
I have tested and tested mines and I finally at least got them to work somewhat well. Thus far, I have anti-tank mines, anti-personal mines, anti-vehicle mines, and all-purpose mines
Hope this helps. |
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Gizmotron

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Posted:
Wed Feb 08, 2012 10:58 pm |
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the fact that you know how to make invisivble units gives me an idea:
"Sniper Ambush"
a special temporary regiment of snipers is created that is invisible to the enemy. the regiment would only live 30 seconds. but I figure if you've got an invisible regiment of snipers (which fire once every 10 seconds) you could mow down two full regiments if they don't get out of there! it would be great for demoralizing or crippling an enemy infantry attack. they could see that their regiments were taking losses, but would have no idea where the attacks were coming from. |
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theharkonnen

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Posted:
Thu Feb 09, 2012 6:52 pm |
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| Gizmotron wrote: |
the fact that you know how to make invisivble units gives me an idea:
"Sniper Ambush"
a special temporary regiment of snipers is created that is invisible to the enemy. the regiment would only live 30 seconds. but I figure if you've got an invisible regiment of snipers (which fire once every 10 seconds) you could mow down two full regiments if they don't get out of there! it would be great for demoralizing or crippling an enemy infantry attack. they could see that their regiments were taking losses, but would have no idea where the attacks were coming from. |
Well, again the units with this property are completely invisible, to both the player and the enemy. Not sure abou thr banner icons though, since I tested this with mines only, and they have no ui things. |
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