Modding Questions Thread

Marc_P
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Re: Modding Questions Thread

Postby Marc_P » Thu 12 Sep 2019 08:35

Thank you Sireyn, you have been of great help ! :)

nullAurelian
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Re: Modding Questions Thread

Postby nullAurelian » Sat 28 Sep 2019 16:55

Hello, I have a question about the WGPatcher

So I am attempting to edit a set of vehicles to use no fuel a la infantry units. I've been trying to delete the appropriate Map object under the Modules Collection but the WGPatcher returns that the change could not be saved.
Searching power crystals thread for this utility revealed no solutions; would anyone else happen to know how to do this?
XML as follows:

Code: Select all

<ndfpatch ndf="pc\ndf\patchable\gfx\everything.ndfbin" table="TUniteAuSolDescriptor" name="BM-24 Fuel Removal">
      <matchconditions>
         <matchcondition property="ClassNameForDebug">Unit_BM_24_CHI</matchcondition>
      </matchconditions>
      <changes>
         <change property="Modules" key="15" type="ObjectReference" operation="delete"/>
      </changes>
</ndfpatch>


Thanks.

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Sireyn
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Re: Modding Questions Thread

Postby Sireyn » Mon 30 Sep 2019 16:08

nullAurelian wrote:Hello, I have a question about the WGPatcher

So I am attempting to edit a set of vehicles to use no fuel a la infantry units. I've been trying to delete the appropriate Map object under the Modules Collection but the WGPatcher returns that the change could not be saved.
Searching power crystals thread for this utility revealed no solutions; would anyone else happen to know how to do this?
XML as follows:

Code: Select all

<ndfpatch ndf="pc\ndf\patchable\gfx\everything.ndfbin" table="TUniteAuSolDescriptor" name="BM-24 Fuel Removal">
      <matchconditions>
         <matchcondition property="ClassNameForDebug">Unit_BM_24_CHI</matchcondition>
      </matchconditions>
      <changes>
         <change property="Modules" key="15" type="ObjectReference" operation="delete"/>
      </changes>
</ndfpatch>


Thanks.



It's been a long time since I messed with the patcher, but I at least have a couple observations. The Module you are trying to delete is a Map > Tablestring/ObjectReference. You can try referencing it as a Map instead of an ObjectReference.

The key is pointing to the 15th module, but the Fuel module is the 16th from the top, at least on Unit_152mm_SpGH_Dana. I can't remember if the count starts with 0 or 1, but it's worth checking. Keep in mind that different units may have more or less modules and throw off the count.

nullAurelian
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Re: Modding Questions Thread

Postby nullAurelian » Tue 1 Oct 2019 03:59

Unfortunately I haven't had success with referencing the target as a Map either, nor with changing it to unset/null value. I suspect it may require going to the referenced table in question though I am loathe to do so, as the organization system is a labyrinth and looking up the data 42-ish times seems overkill for how frequently I will be mucking about in the tables I suspect.

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Re: Modding Questions Thread

Postby iampoundfoolish » Wed 6 Nov 2019 20:13

Can anybody help with working out the price and availability of units that I've modded? I've changed a few units (mostly Anzac) for my own amusement but I'm not sure how much they should cost.

ANZAC
1. Kahu: Added 2x Aim-9
2. Phantom: Replaced Aim-7 with 4x Mk-83
3. Hornet (1): Took the Hornet from the NAV tab and gave it 4x Aim-7 and 2x Aim-9
4. Hornet (2): Replaced the 4x Mk-83 with 4x AGM-45, removed 2x Aim-9 and boosted the ECM. Not sure about this unit, should I give it AGM-88 instead or maybe use it for something else and give Anzac the EF-111 instead?
4. F-16: I used the older South Korea ASF and repurposed it with 8x Rockeye and 2x Aim-9. I know this it is a bit of a stretch in terms of realism as the deal for F-16s with the RNZAF was OOTF and cancelled anyway.
5. A-4K: Replaced the Mavericks with 4 xAim-9
6. Strikemaster: Swapped the napalm for a couple of rocket pods
7. M1A1 AIM: Gave the M1 to Anzac and boosted stats to match those of the M1A1
8: M1A1 AIM Command: Had to give this to Anzac because it shares a model with the M1 so the reskin I used affected both. Gave it the same stats as the M1A1. I seem to have accidentally created one of the most powerful command tanks in the game...
9. Tiger ARH: Used the Tigre HAP and replaced the 4x Mistral with 8x Hellfire
10. NZSAS and SASR: Swapped them in the INF and REC tabs

USA
1. Light Riflemen: Upgraded to shock training and renamed US Airborne
2. A-10: Added a couple of rocket pods (still working on this - keep getting glitches)

FINLAND
1. J-35F: Reduced napalm loadout by 50%
2. Mig-29: Added 4x RBK500
3. BMP1-KT: Moved to the VHC tab and reduced optics to match other units in the same tab

That's all for now, any help would be appreciated.

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Re: Modding Questions Thread

Postby Omarncdn » Mon 20 Jan 2020 06:36

Can someone offer me some advice on how to allow naval weaponry to be able to fire on Land Target with characteristics of a surface to surface missile. For example, having the BAL fire 10000m on a land target. Is this possible?

or at least point me in the right direction. My goal is make the ASM missile launchers to be able to fire not only at naval targrets but at ground targets also.

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Sireyn
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Re: Modding Questions Thread

Postby Sireyn » Tue 21 Jan 2020 01:17

Omarncdn wrote:Can someone offer me some advice on how to allow naval weaponry to be able to fire on Land Target with characteristics of a surface to surface missile. For example, having the BAL fire 10000m on a land target. Is this possible?

or at least point me in the right direction. My goal is make the ASM missile launchers to be able to fire not only at naval targrets but at ground targets also.


Do you intend to have the missile track a target or simply fire indirectly at a position?

For a tracking missile, I would compare with the M752 Lance and another F&F missile, like a Paveway.
For simple indirect fire, compare with any MLRS.

To not interfere with normal use, start by duplicate the existing TMountedWeaponDescriptor and associated TAmmunition in the WeaponManager module. Using the new TAmmunition, make experimental edits and see what works.

Don't forget to check the ApparenceModel module for the TCompositeHappening references. This may or may not be critical, so you may need to experiment here too.

Good luck!

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Re: Modding Questions Thread

Postby Omarncdn » Tue 21 Jan 2020 04:21

Boy does that sound ever too complicated. I’ll try to decide that. But thanks for all that you do.

Which variables need to be copied? All of them or just some of them?
Can I PM you if I have any questions of just post here

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Sireyn
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Re: Modding Questions Thread

Postby Sireyn » Tue 21 Jan 2020 05:18

Omarncdn wrote:Boy does that sound ever too complicated. I’ll try to decide that. But thanks for all that you do.

Which variables need to be copied? All of them or just some of them?
Can I PM you if I have any questions of just post here


I haven't done it, so I can't tell you exactly which variables need to be changed. You are essentially building a unique TAmmunition, so there is nothing you can directly copy from. I would start by copying the existing weapon you want to edit, then doing a side to side comparison with the closest thing, which is the Lance. Here are a few variables that would be important.

Arme : 3
TirIndirect : True
Physical Damages : *
DispersionAtMinRange : *
DispersionAtMaxRange : *
CorrectedShotDispersionMultiplier : *

If you are at a loss, you can use this this thread, PM me, or contact me on Discord at Sireyn#7554.

Omarncdn
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Re: Modding Questions Thread

Postby Omarncdn » Fri 24 Jan 2020 02:42

Man that’s super kind of you. Thank you.

I’m trying to just copy the Lance characteristics and see what happens. I want it to behave and look like a ballistic missile similar, I want to also try to find a way to make it “shot down able” perhaps after 3 attempts. But thank you for your support. I’ll let you know what happens

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