YertyL Posted January 15, 2007 Share Posted January 15, 2007 I have recently begun trying to add a new GC map ("15 BBY") to the already existing ones (FOC), however I have only managed to edit "Equal Footings" and fail to add my map as a new one (I'd like to keep the original ones). The only truly helpful site I've found is http://jedicourier.tripod.com/strategiesabound/, however I'd like the GC map to be playable with normal FOC and without the need to launch a seperate ".exe" file. Does anyone know how to add new GC maps? PS: I also have some problems with the home locations (where it's supposed to spawn heroes). ATM the heroes on my map are spawned on different planets than marked as home_location PPS: Adding Mara and Kyle to the map would be great as well, does anyone know if and how this is possible? Link to comment Share on other sites More sharing options...
YertyL Posted January 15, 2007 Author Share Posted January 15, 2007 OK, after searching through the petroglyph forums I found a partial answer to my first question: http://www.petroglyphgames.com/forums/index.php?showtopic=1735 Open up Campaigns_Underworld_GC.xml and search for "Heart of the Maw," which is the smallest one to start with. Copy all three campaigns (one for each playable faction) to another XML file and add its name into CampaignFiles.xml. Then just add and remove things as you see fit until you're satisfied with it. You'll probably want to copy and rename the files referenced by <Rebel/Empire/Underworld_Story_Name>, as they (well, their <Active_Plot> files) control the campaign intro text and hero spawns. However I sitll don't know how to add a custom description/name - and how to open the mastertext.dat file. PS and PPS also remain... Link to comment Share on other sites More sharing options...
YertyL Posted January 20, 2007 Author Share Posted January 20, 2007 OK, I've figured out PS and PPS (modding the spawning of heroes) as well: In the *insert campaign name here*.xml file you'll find the file the campaign uses to spawn heroes (e.g. "Story_Plots_Empire_AI_Heroes_EXP"). This file references to another file (e.g. "Story_Empire_AI_heroes_EXP.xml"); you can edit both the reference and the referenced file (in my case, I modded the scenario to use "Story_Plots_Empire_AI_heroes__15BBY.xml" and modded this file to reference to "Story_Empire_AI_heroes_15BBY.xml"). In the referenced file (e.g. "Story_Empire_AI_heroes_EXP.xml") you can change spawning location and spawning condition of heroes as well as adding new ones (e.g. I've added Kyle by adding the lines <!-- Spawn Starting Heroes --> <Event Name="Spawn Kyle"> <Event_Type>STORY_TRIGGER</Event_Type> <Reward_Type>SPAWN_HERO</Reward_Type> <Reward_Param1>Katarn_Team</Reward_Param1> <Reward_Param2>Dantooine</Reward_Param2> <Prereq>Universal_Story_Start</Prereq> </Event> Link to comment Share on other sites More sharing options...
YertyL Posted January 31, 2007 Author Share Posted January 31, 2007 I've almost finished my map, however I still have one last problem: After adding TEXT_CAMPAIGN_SINGLE_22, TEXT_CAMPAIGN_SINGLE_DESCRIPTION_22 and TEXT_CAMPAIGN_SINGLE_22_INTRO_E,TEXT_CAMPAIGN_SINGLE_22_INTRO_E and TEXT_CAMPAIGN_SINGLE_22_INTRO_E to the mastertextfile.dat, the first 2 work fine (name and description of the map are what I want), however the intro text doesn't work (it's always the Uderworld one of "Equal Footing" (I think)) Does anyone know how to add custom intro texts for GC scenarios?? Link to comment Share on other sites More sharing options...
Sidious Invader Posted February 1, 2007 Share Posted February 1, 2007 You need to look at the line in Campaigns_Underworld_gc.xml for your new campaign... <Underworld_Story_Name>Story_Plots_Underworld_AI_Heroes.xml</Underworld_Story_Name> Either leave it blank for the human player, or create a new one. In your new story plot.xml, point it to your new story.xml, place your heros. <Event Name="Universal_Story_Start"> <Event_Type>STORY_ELAPSED</Event_Type> <Event_Param1>0</Event_Param1> <Story_Dialog>Dialog_A_new_rebellion</Story_Dialog> <Story_Chapter>0</Story_Chapter> <Story_Tag>Intro_Tag</Story_Tag> </Event> Then create a new .txt file in data\scripts\story. Put this in there... [CHAPTER 0] TITLE TEXT_STORY_TRANSMISSION_17 # MOVIE Mon_Mothma_Loop WAIT 500 SFX Button_Press TEXTCOLOR 255 255 255 176 TEXT TEXT_CAMPAIGN_SINGLE_10A TEXT TEXT_SPEECH_CAMPAIGN_SINGLE_10A_INTRO_R # DIALOG CAMPAIGN_SINGLE_10A_INTRO_R NEWLINE 1 TEXTCOLOR 255 024 039 255 TEXT TEXT_CAMPAIGN_SINGLE_VICTORY_REBEL_00 TEXT TEXT_CAMPAIGN_SINGLE_VICTORY_REBEL_01 TEXT TEXT_CAMPAIGN_SINGLE_VICTORY_REBEL_02 TEXT TEXT_CAMPAIGN_SINGLE_VICTORY_REBEL_03 TEXT TEXT_CAMPAIGN_SINGLE_VICTORY_REBEL_04 WAIT 1000 SFX Button_Press NEWLINE 2 EXTRA_TEXT WAIT SPEECH Notice how the story.xml points to this .txt dialog. This is rather brief, but should point you in the right direction. Link to comment Share on other sites More sharing options...
YertyL Posted February 2, 2007 Author Share Posted February 2, 2007 OMG someone actually posted And it worked! I'm experimenting ATM a bit with the balancing of the map, and I'll need to translate the texts into English and put it into the English Mastertextfile.dat, but I think you can expect the release of GC - 15 BBY in the near future Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.