Release: Wargame modding suite | v0.8.0 Pre-Release

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spyker92
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Re: Release: Wargame modding suite

Postby spyker92 » Mon 23 Sep 2013 21:54

realfakealex wrote:Okay, so I tried to remove the Machine gun on the challenger and replace it with the Falcon's gun...

Some unexpected results but in a way, it worked....
http://steamcommunity.com/sharedfiles/f ... =180873520


http://steamcommunity.com/sharedfiles/f ... =180873464


Looks like it worked just fine to me :lol: :lol:

Do weapon models have anything to say about the weapon stats?

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realfakealex
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Re: Release: Wargame modding suite

Postby realfakealex » Mon 23 Sep 2013 22:06

spyker92 wrote:
Do weapon models have anything to say about the weapon stats?



I think weapon is linked to weapon name rather than module, though I could be wrong...

I may have accidentally merged the Falcon's AAA gun into the Challenger's main gun....

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Aikmofobi
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Re: Release: Wargame modding suite

Postby Aikmofobi » Mon 23 Sep 2013 22:10

realfakealex wrote:I may have accidentally merged the Falcon's AAA gun into the Challenger's main gun....

Accidentally awesome.

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Randomletters
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Re: Release: Wargame modding suite

Postby Randomletters » Mon 23 Sep 2013 22:36

After doing some digging in the TUniteAUSolDescriptor I figured out a few things:
The units are mostly in alphabetical order.
Most of the Soviet tanks are from 9045-9079.
Helicopters start at 9180.
Planes start at 9284.

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solvens
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Re: Release: Wargame modding suite

Postby solvens » Mon 23 Sep 2013 22:55

Glorious day.
Congratulations to all those involved in the making of this tool. Image

[And now, let's try to have AML 60s behave like the FSVs they're supposed to be :twisted: ]

ps : @DM guide
As a Daft Punk fan, I suggest "Ammunition rule the nation", since it's where all the kewl things are.
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D-M
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Re: Release: Wargame modding suite

Postby D-M » Mon 23 Sep 2013 23:07

realfakealex wrote:
spyker92 wrote:
Do weapon models have anything to say about the weapon stats?



I think weapon is linked to weapon name rather than module, though I could be wrong...

I may have accidentally merged the Falcon's AAA gun into the Challenger's main gun....



It's even more critical than this : you 've overriden the TurretDescriptor of the Challenger gun with the one of the Falcon as as such, the Chellenger new turret get an IdleManagerDescriptor of type "DCA" (AA in French) and as such, its idle animation and physic is that of an AA gun. It's not the weapon itself, just the turret.


@Solvens : I like it.
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Buck Turgidson
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Re: Release: Wargame modding suite

Postby Buck Turgidson » Mon 23 Sep 2013 23:13

Good work! Took your sweet time tho... (joking) 8-)

We live some interesting days now. This will bring balancing to a whole new level.
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Guggy
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Re: Release: Wargame modding suite

Postby Guggy » Mon 23 Sep 2013 23:16

Buck Turgidson wrote:We live some interesting days now. This will bring breaking the game to a whole new level.


Fixed for my opinion :twisted:

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saber2243
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Re: Release: Wargame modding suite

Postby saber2243 » Mon 23 Sep 2013 23:20

realfakealex wrote:Okay, so I tried to remove the Machine gun on the challenger and replace it with the Falcon's gun...

Some unexpected results but in a way, it worked....
http://steamcommunity.com/sharedfiles/f ... =180873520


http://steamcommunity.com/sharedfiles/f ... =180873464


what does it look like when it engages air targets? does it shoot a tank shell at them?
Peace through Superior Firepower
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Soundwolf776
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Re: Release: Wargame modding suite

Postby Soundwolf776 » Mon 23 Sep 2013 23:28

Not sure if it's modding tool issue, but editing the stuff like ExperienceBonus collection of TDeckRulesModifier class and than saving the .dat file corrupts it. Game crashes on loading, and keeps crashing when I revert the changes manually. :?

To be precise, I've changed the second integer in ExperienceBonus collection in instance 64978 of TDeckRulesModifier.

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