tsenre78 Posted February 22, 2006 Share Posted February 22, 2006 Many thanks Adonnay! It's working, needs some tweaking as you've said though but we're getting there. JediBdm, looking forward to a tutorial soon. Link to comment Share on other sites More sharing options...
Lanaus_Caspian Posted February 22, 2006 Share Posted February 22, 2006 I have the Virago where it is buildable but when it is done building it doesn't show up with my other units. Does anyone know what I havent done yet? Link to comment Share on other sites More sharing options...
Master Nikolaos Posted February 23, 2006 Share Posted February 23, 2006 Hmm...I wonder, where's that tutorial? Link to comment Share on other sites More sharing options...
phentropy Posted March 1, 2006 Share Posted March 1, 2006 Couldn't you, theoretically, just use the Han & Chewie code as a reference or even just copy-paste the relevant parts in the relevant files then just replace the instances of Han, & the Millennium Falcon, with Kyle and the Moldy Crow? Link to comment Share on other sites More sharing options...
phentropy Posted March 1, 2006 Share Posted March 1, 2006 Edit: Whoops, didn't see Adonnay's post Same thing really, but I'd still love for that other guy to come "school" us since he seems to know so much. Anyway, I haven't changed the crow at all so as a ship it really sucks right now and doesn't have an icon, description or any special abilities, but here's what you do: (Just read Adonnay's post ) Voila, Moldy Crow in game. It sucks as a ship, so experienced modders might wanna make it more on par with other ships. Edit: Oh to get Kyle in Galactic Conquest just add this: <Starting_Forces>Rebel, MonCalimari, Katarn_Team</Starting_Forces> To the bottom of the Rebel Starting Forces stuff in the Campaigns_Singleplayer.XML file. Find the conquest map you wanna do in the file, and slip him in there (Mon Calamari can be substituted for any planet really) Edit Again: Looks like there's an exception error if you pull him in as a reinforcement, when the Moldy Crow would come down the game just crashes. Working on it, so use the above with caution. You can still use him, just don't bring him in as a reinforcement. Working on this, as soon as I find a fix I'll post it. Link to comment Share on other sites More sharing options...
Tapela Posted March 1, 2006 Share Posted March 1, 2006 She actually was an Emperor's Hand, so she could be considered as a trained 'Dark Jedi,' although never wielding a Lightsaber. Master Faye, or whatever her name is, never wielded a lightsaber, and she was one of the greatest Jedi Masters ever known, as according to Obi-Wan. Faye is the most ridiculous comic starwars character I've seen and there are ALOT of ridiculous starwars comic characters. She is only the result of the artist coming back from watching or reading LOTR. Just so stupid, thank god it will never be canon. Link to comment Share on other sites More sharing options...
phentropy Posted March 1, 2006 Share Posted March 1, 2006 EU has it's good points, but the comics certainly aren't one of them. I tend to ignore that they even "happened." The whole Emperor Clone saga just murdered any credibility they might have had. Link to comment Share on other sites More sharing options...
phentropy Posted March 1, 2006 Share Posted March 1, 2006 So anyway, I did some poking around, and that guy is right, it looks simple at first, but turns out it really isn't. But it's nowhere near impossible either. The main problem in getting major functionality for the Moldy Crow (not sure about Virago) is that it lacks certain key animations and models. For instance, there is no landing model for the Crow, or death models. You can however, give him another ship that does have the models, and such, like the Millennium Falcon (Yeah doesn't make sense, I know, just an example ) or Slave I. So, it is pretty complex, but not rewrite the entire engine hard. We have the Moldy Crow model, and that's really all we need, the rest is all resizing, reskinning and borrowing animations it seems. Link to comment Share on other sites More sharing options...
Master Nikolaos Posted March 1, 2006 Share Posted March 1, 2006 Edit: Whoops, didn't see Adonnay's post Same thing really, but I'd still love for that other guy to come "school" us since he seems to know so much. Anyway, I haven't changed the crow at all so as a ship it really sucks right now and doesn't have an icon, description or any special abilities, but here's what you do: (Just read Adonnay's post ) Voila, Moldy Crow in game. It sucks as a ship, so experienced modders might wanna make it more on par with other ships. Edit: Oh to get Kyle in Galactic Conquest just add this: <Starting_Forces>Rebel, MonCalimari, Katarn_Team</Starting_Forces> To the bottom of the Rebel Starting Forces stuff in the Campaigns_Singleplayer.XML file. Find the conquest map you wanna do in the file, and slip him in there (Mon Calamari can be substituted for any planet really) Edit Again: Looks like there's an exception error if you pull him in as a reinforcement, when the Moldy Crow would come down the game just crashes. Working on it, so use the above with caution. You can still use him, just don't bring him in as a reinforcement. Working on this, as soon as I find a fix I'll post it. You know, Darth vader practically has two unit sets; himself, and his squadron one. If you take a look at hero companies xml, you'll see the transport ship for Vader is not the same as his Tie Prototype, so in theory, there has to be a way to join the space and land aspects of a hero even while having them fly a different ship on space. Also, while doing some digging of my own, I was able to add both Mara Jade and Kyle Katarn to the AI in the Empire at War Conquest Map. When i tried it with the sandbox version(the one you use to play yourself), Kyle Katarn was ignored by the file and did not appear and Mara Jade gave me CTD. I can't figure out whats wrong yet; the good thing is at least I know how heroes are spawned after a tech advance (Kyle is level 3 or 4 " I can't remember", Mara level 5). EDIT: I got Kyle to work for the campaign without adding him to the Campaigns file(turns out I had the wrong name Kyle_Katarn instead of just Katarn). I had to give up his Crow until i can figure out how to join Kyle or Mara to a space battleship and have them land on a regular Alliance/ Empire transport. Now I have to get Mara to work for the campaign. EDIT#2: O.K, got Mara to work without having to put her in the campaigns xml file as well. Once again, I removed the space ship I gave her(modified Z-95 with escort ties) and she got the old empire shuttle. I could probably enable a unique hero version of Mara as a space unit only, but that would kill the purpose of finding out how to give them both space and ground attributes. I'm too tired right now to do any more figuring, so 'till tomorrow (which is actually today). Chao Link to comment Share on other sites More sharing options...
phentropy Posted March 1, 2006 Share Posted March 1, 2006 Any idea how to get them to spawn? I mean, I can get them in GC, but when they die, they're dead. I can't seem to find how to get them to "respawn" like the other heroes do. Link to comment Share on other sites More sharing options...
Master Nikolaos Posted March 1, 2006 Share Posted March 1, 2006 In GC, do you add them to the Campaigns XML directly? Because I haven't tried them dead, but if its because you added them to the XML, I think I know what you did wrong. Answer to recieve the appropiate response (if any). Link to comment Share on other sites More sharing options...
phentropy Posted March 1, 2006 Share Posted March 1, 2006 Yeah I just added them directly to Campaign Singleplayer one and since I'm using a mod that makes use of Campaigns Standard, I added there too. So I slip 'em somewhere else? or...? Link to comment Share on other sites More sharing options...
Master Nikolaos Posted March 2, 2006 Share Posted March 2, 2006 Oh god... six hours of modding yesterday gave me the answer to adding heroes for the campaign. I'm planning to release a mod, but in the mean time, I will tell you how to do it(as best as I can) and be credited for the finding(since many people are doing it, I might as well band wagon along). Alright, every campaign in the campaigns singleplayer xml has 2 lines like this (or similar): <Rebel_Story_Name>Story_Plots_Sandbox_35_Rebel.xml</Rebel_Story_Name> <Empire_Story_Name>Story_Plots_Empire_AI_Heroes.xml</Empire_Story_Name> Those lines tell you where the starting heroes for that campaign are(the file Story,etc). Do a search through your xmls to find the appropiate file; depending on who you want to play as, or if you just want to add both, then you'll have to edit both of those files. Take a look at this: <!-- Spawn Time Era 4 Heroes --> <Event Name="Empire_AI_Heroes_09"> <Event_Type>STORY_TECH_LEVEL</Event_Type> <Event_Param1>4</Event_Param1> </Event> <Event Name="Empire_AI_Heroes_10"> <Event_Type>STORY_TRIGGER</Event_Type> <Reward_Type>SPAWN_HERO</Reward_Type> <Reward_Param1>Darth_Team</Reward_Param1> <Reward_Param2>Naboo</Reward_Param2> <Prereq>Empire_AI_Heroes_09</Prereq> </Event> <Event Name="Empire_AI_Heroes_11"> <Event_Type>STORY_TRIGGER</Event_Type> <Reward_Type>SPAWN_HERO</Reward_Type> <Reward_Param1>Mara_Jade_Team</Reward_Param1> <Reward_Param2>Naboo</Reward_Param2> <Prereq>Empire_AI_Heroes_09</Prereq> </Event> This code is part of one of the campaign hero story starts. I added the tag at the end after setting mara jade's ranking in Herocompanies to: <Ranking_In_Category> 3 </Ranking_In_Category>(was five, which gave CTD) Once you get to actually adding the heroes to the story files, make sure they go under the right timeline. Thats pretty much it. If if doesn't work, I'll try to post a mod (there are a lot of other things which cause CTD if after you enable the heroes for battle use). You have permission(as if anyone cares anyway) to use the info above in your own mods, but I would appreciate some recognition in those readme's (Time is precious, and me wasting it for you guys and myself because I have nothing better to do right now deserves some credit, right?) Link to comment Share on other sites More sharing options...
phentropy Posted March 2, 2006 Share Posted March 2, 2006 Awesome Thank you very much As much as Kyle and Mara tend to get murdered it'd be nice for them to be in there as more than a "starting force" that, once dead, stays that way. Thanks again Link to comment Share on other sites More sharing options...
Master Nikolaos Posted March 2, 2006 Share Posted March 2, 2006 They do respawn. Before I can release my mod though, I need some help with figuring the Moldy Crow's specs, because I don't know wether I should make it a fighter or a corvette(as it comes originally). I really suck at making units stats work right... Link to comment Share on other sites More sharing options...
phentropy Posted March 2, 2006 Share Posted March 2, 2006 Err I phrased that weird, I know they respawn now and was meaning to comment on how nice it is to have them respawn About the stats, I'd say it should probably act pretty similar to the Millennium Falcon in terms of maneuverability and such (Fighter class), since I don't recall it acting very corvette-like in any of the games it's appeared. Link to comment Share on other sites More sharing options...
Master Nikolaos Posted March 2, 2006 Share Posted March 2, 2006 Oh, I got you with the spawning thing . I'll take your advice for the Crow and look some info up about it online(Databank). Link to comment Share on other sites More sharing options...
phentropy Posted March 2, 2006 Share Posted March 2, 2006 I was also wondering, should it be scaled down at all? I remember the Crow being quite small, barely enough room for Jan and Kyle that is. Link to comment Share on other sites More sharing options...
Master Nikolaos Posted March 2, 2006 Share Posted March 2, 2006 Yes, it needs to be scaled down, becuase otherwise it acts like corvette(looks way to big and kinnda weird with the roll ability turned all the way up). I haven't looked at how it is now that I made it scale factor .6(because I'm not at home), but once I get the balance for it right, perhaps later today, you will see my Space Wookie Mod(not anything to do with Wookies, but I got a lot of the ship spec info from Wookiepedia ). Link to comment Share on other sites More sharing options...
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