Modding Questions Thread

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Sireyn
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Re: Modding Questions Thread

Postby Sireyn » Wed 13 Jan 2021 17:20

A.l.p.4.a.I1.a.l.e wrote:
Sireyn wrote:
A.l.p.4.a.I1.a.l.e wrote:I opened ZZ_Win.dat, but it's empty. Why?


Which one were you trying to open?

430000564\430000574 : Interface Ingame
430000210 : Campaign Dialogue
430000587\430000609 : Campaign Battlegroups
510049986\510053208 : Main menu hashes
510053208\510057270 : Interface Outgame

510064564\510117426 : Most everything
or
510060540\510061340 : Most everything

That`s 510117426\510117427


For me that is empty. Normally that would be the "most everything" ZZ_Win, so try opening one of the ones I listed and let me know.

vipermaus
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Re: Modding Questions Thread

Postby vipermaus » Wed 10 Feb 2021 22:57

Making direct fire Smoke Rockets from planes/Helicopters?

I've been looking around and I couldn't find anything on this. I've added a smoke descriptor from an artillery unit to a copy of the TAmunition from the rockets of a zuni equipped F-84 (F84NL) and while it allows for the shortcut key (B) to be used to select the option of smoke, it never fires it, just orbits the location. I made the rockets smoke only, not a secondary weapons like on the artillery, and I think they have a power (pussiance) of '1'. I tried to just use them on 'Fire Pos' but then it only used the machine gun.

What am I doing wrong?

Thanks!

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Sireyn
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Re: Modding Questions Thread

Postby Sireyn » Thu 11 Feb 2021 19:06

vipermaus wrote:Making direct fire Smoke Rockets from planes/Helicopters?

I've been looking around and I couldn't find anything on this. I've added a smoke descriptor from an artillery unit to a copy of the TAmunition from the rockets of a zuni equipped F-84 (F84NL) and while it allows for the shortcut key (B) to be used to select the option of smoke, it never fires it, just orbits the location. I made the rockets smoke only, not a secondary weapons like on the artillery, and I think they have a power (pussiance) of '1'. I tried to just use them on 'Fire Pos' but then it only used the machine gun.

What am I doing wrong?

Thanks!


Check the ranges on the TAmmunition and make sure there isn't a minimum range interfering. Also check the TTurretUnitDescriptor and make sure the firing angles are correct.
If this isn't the problem, replace the smoke TAmmunition with the vanilla rockets and see if the effect works. If that functions correctly, duplicate those rockets and change one thing at a time as you test.

Smoke weapons should always require using the special hotkey or button.

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Re: Modding Questions Thread

Postby vipermaus » Tue 16 Feb 2021 21:22

Thanks! For whatever reason, I tried it an hour later and it magically worked. So no idea on what happened.


On a separate note, any one looking to convert a regular unit into a transport, Please note the following:

When you are selecting a unit (in my case, the unarmed Gazelle AH1 from British Recon) make sure that you clear the 'UpgradeFrom' area of the next unit in the series (in this case the Gazelle SNEB) in the TUniteAuSolDescriptor (81). Otherwise the game will crash.

You don't want to spend 2 hours trying to figure out what you did wrong like I did!

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Re: Modding Questions Thread

Postby Inertia056 » Thu 18 Feb 2021 20:57

How does one implement a ground based indirect fire tracking missile that can be orded to attack a specific target?
aka NLOS, Non line of sight missile.

I knew it's possible because all the laser guided bomb in game are already indirect fire tracking missile.
(they can be fired behind huge mountains, like the one in smoke in the water.)

I experiemented with all the plane carried missiles and they can be converted to indirect fire easily by simply changing the TirIndirect variable from null to True in TAmmunition.

HOWEVER, simply changing the TirIndirect variable for ground based missile do NOT work!!
Those missiles can still react shot at random enemy target, but I can NOT tell them to attack a specific target by right clicking!

Anyone know how to fix this? How to enable right-clicking indirect fire for a ground based tracking missile?

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Re: Modding Questions Thread

Postby loftonhenderson » Wed 24 Feb 2021 01:40

I'm a total newbie at modding WG:RD and I am having a bit of trouble with BGM -- hoping someone can help me out.

The changes I've made to Pearl of the Orient battlegroups do not translate into the game when I boot it up and launch a new campaign. As in, the composition of battlegroups is still vanilla, despite the BGM edits I've made. In BGM, I validated the pathways and applied, so that shouldn't be the issue. I have also hit the save changes button and I know it worked because the NAMES of the battlegroups are changed in game (I edited the names AND the comps, but only the names are effected). So for some reason, all I seem to be able to change are battlegroup names, not their comps, veterancy...etc.

Anyone know what I'm doing wrong? Do I need to "export campaign" for it to work, and if so how exactly do I do that?


Couple of other questions:

Can you create battlegroups of mixed nationality (as in, the battlegroup is officially UK but has CAN/ANZ units within it)?

Can you import battlegroups from one campaign to another (2KW --> PotO), and is it a simple process (easier than creating a new BG)?

Does the "type" of battlegroup set in BGM actually matter? Are restrictions for a marine battlegroup vs. a para battlegroup vs. a mech battlegroup actually meaningful when using BGM, as they are when using the deck builder in game? What about the "division icon" and "battlegroup icon"? Can I ignore all that and build whatever BGs I want essentially?

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346. Rifle Bde.
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Re: Modding Questions Thread

Postby 346. Rifle Bde. » Sat 27 Feb 2021 00:56

My modding suite doesnt do anything when I want to replace a texure. Version is 0.9.0. How can I fix this?

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Re: Modding Questions Thread

Postby TTDSI » Sat 6 Mar 2021 23:21

How do I make a unit targetable by Anti ship and AT?

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Re: Modding Questions Thread

Postby Narcissistic Black » Sun 7 Mar 2021 06:06

TTDSI wrote:How do I make a unit targetable by Anti ship and AT?


I believe under the damages module for that unit there is a value that says targetable as ship. set it to true.
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Re: Modding Questions Thread

Postby jeff2146 » Wed 17 Mar 2021 21:18

ever since the last steam versions update it seems that a couple of the mod i like to play with have stopped working.
in particular the improved campaign mod which i really enjoyed playing.

is there i way i can get this mod to work again or do i need to hunt down the creator and have him fix it

the mod in question: https://www.moddb.com/mods/revised-campaign-with-super-usa

thanks in adnvance for any reply

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