Modding Questions Thread

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Sireyn
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Re: Modding Questions Thread

Postby Sireyn » Sun 6 Sep 2020 16:51

TTDSI wrote:How to change a units availability?

On the unit's TUnitAuSol page, you will see MaxPacks and MaxDeployableAmount. These are the number of cards and the number of units per card at different veterancies, lower vet starting from the top.


TTDSI wrote:And is there a forum that describes all or alot of option/tabs meanings?

You can explore some of these posts, but I am not aware of a central location that explains everything. Most information is spread out across recent or ancient posts and even more is stuff you have to learn as you go.
https://forums.eugensystems.com/viewtopic.php?f=187&t=42270#p514288


TTDSI wrote:Any way to allow LCU to be resupplied? how can i make the LCU take supplies from a truck close up to the shore?

In "everything", use the text filter to search for "supply" and you should have three results. TModuleModernWarfareSupplyDescriptor has a SupplyPriority reference, with higher priority taking supplies from lower ones. This means you can't have an LCU take supplies from a truck and then give it back to the truck. You will need to choose one or the other.

TTDSI wrote:How to put a unit cap for AI? i would only want around 200 or 125 units on the map at a time for the AI this would help with any performance issues for my zombie mod.


I don't know of a way to restrict the AI with a population cap, but you could just make an AI deck with the number of units you want. Give the zombies 9 cards of various increments and let the players find out what works for them.

TTDSI
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Re: Modding Questions Thread

Postby TTDSI » Mon 7 Sep 2020 18:05

Any way to stop moddingsuite from changing the instance numbers of the units as this destroys decks with every change?

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Sireyn
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Re: Modding Questions Thread

Postby Sireyn » Tue 8 Sep 2020 00:34

TTDSI wrote:Any way to stop moddingsuite from changing the instance numbers of the units as this destroys decks with every change?


The instance numbers changed with each official game version. I haven't ever seen the Modding Suite change them. As long as your mod is based on the most recent version of the game, there shouldn't be any issues.

Omarncdn
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Re: Modding Questions Thread

Postby Omarncdn » Fri 18 Sep 2020 04:59

Anyone know how to change the height of a particular projectile. I’d like to make a missile flight higher kinda like the lance. I was able to make an SSL (Bal) fire on ground target but the trajectory is a straight line a few feet off the ground. I want to.

1. Increase the pitch of the turret.
2. Make the missile fly an arch pattern. Want it modify the weapon to be like a tomahawk cruise missile is my goal.

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Sireyn
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Re: Modding Questions Thread

Postby Sireyn » Fri 18 Sep 2020 22:51

Omarncdn wrote:Anyone know how to change the height of a particular projectile. I’d like to make a missile flight higher kinda like the lance. I was able to make an SSL (Bal) fire on ground target but the trajectory is a straight line a few feet off the ground. I want to.

1. Increase the pitch of the turret.
2. Make the missile fly an arch pattern. Want it modify the weapon to be like a tomahawk cruise missile is my goal.


The Lance fires a special effect the same way an artillery does, which is different than guided missiles.

What you can do on your Bal is open the WeaponManager and duplicate the TMountedWeapon and its TAmmunition. Mount the duplicate in the same turret and set the TAmmunition up just like the Lance's TAmmunition (as indirect artillery). Make sure to give this new TMountedWeapon its own weapon_effet number. Go into the ApparenceModel module and add a new TCompositeHappening just like on the Lance, but with the appropriate weapon_effet number.

The projectile will be the Lance's, but everything else should function as you want it to. I haven't tried to change the projectile model on these kinds of effects, so I don't know if it's possible.

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Re: Modding Questions Thread

Postby ballsmclovinyoumore » Sun 27 Sep 2020 09:53

oi, new modding suite user here. how do I change the armor values of one vehicle without effecting another. IE how do I make new instances, thx
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Polyphene
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Re: Modding Questions Thread

Postby Polyphene » Sun 27 Sep 2020 13:34

I would recommand you rather use an existing Damage module, pretty much all the combinaisons exist.
However if you really want to create new modules, you have a little icon here to do it:
Image

You can then either copy an existing instance or make a new one from scratch. If you do copy an existing one, it will create new instances for each reference instance inside of it.

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Re: Modding Questions Thread

Postby ballsmclovinyoumore » Sun 27 Sep 2020 18:56

thx bruv

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Re: Modding Questions Thread

Postby ballsmclovinyoumore » Sun 27 Sep 2020 21:55

how would I go about 'separating mod files from vanilla', sorry if it seems like a basic question
I've checked the 'tutorials' section but all it has are dead links and this one backup
https://docs.google.com/document/d/17a6 ... zt1H8/edit
but it doesn't answer my specific question or really go into the basics of adding new instances or copying ones.

as you can tell from pic related, I'm really trying to scrounge as much info as I can. my overall goal is to re-balance a lot of if not all of the vehicles and armor to suite my a̶u̶t̶i̶s̶m̶ preference and make things more 'realistic' rather than 'video gamey'
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Re: Modding Questions Thread

Postby ballsmclovinyoumore » Mon 28 Sep 2020 09:25

I figured out how to mod, I'd delete my last comments but I don't think that's an option here.
Expect to see a new balance mod on Moddb in like 1-2 weeks time, I might link it here.

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