All about modules

Pyro
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All about modules

Postby Pyro » Tue 24 Jan 2017 09:21

Thought I'd start a thread with only information about modules. I'm sure there is a lot of knowledge out there about what works with modules, and what doesn't. I'll start here with what I know.

All units contain the all of following modules in TUniteAuSolDescriptor:

Spoiler : :
TypeUnit
CompanyUnit
Flags
CriticModule
Visibility
ScannerConfiguration
Scanner
Damage
MouvementHandler
IAStratModule
Position
Experience
Halo
Cadavre
StateEngine
GhostManager
Inflammable
LinkTeam
Debug
Selection
TargetCoordinatorModule


Additional modules are added depending upon the type of unit. The various combinations in vanilla RD are:

Spoiler : :
Leg units, non-command (WeaponManager, GroupeCombat, Transportable)
- Command leg units (as above plus CommandManager)
- Only leg units have GroupeCombat

- Unarmed vehicle (TApparenceModelModuleDescriptor, Fuel, Transportable)
- Unarmed vehicle transport (as above plus Transporter)

- Armed vehicle (as for unarmed vehicle plus WeaponManager)
- Armed vehicle transport (as above plus Transporter)

- Armed vehicle with MissileCarriage module (as for armed vehicle plus MissileCarriage and TTurretSkeletonModuleDescriptor)
- Armed vehicle transport with MissileCarriage module (as above plus Transporter)
- Vehicles with MissileCarriage always have TTurretSkeletonModuleDescriptor as well

- Unarmed command vehicle (as for unarmed vehicle plus CommandManager)
- Armed command vehicle (as for armed vehicle plus CommandManager)
- No command vehicles have Transporter, MissileCarriage or TTurretSkeletonModuleDescriptor in vanilla RD

- Unarmed supply vehicle (TApparenceModelModuleDescriptor, Transportable, Supply, Capturable)
- No supply vehicles have Fuel or weapons in vanilla RD (but see odd one out at bottom of list)

- Unarmed helicopter (THeliApparenceModuleDescriptor, TApparenceModelModuleDescriptor, Fuel)
- Unarmed helicopter transport (as above plus Transporter)
- only 1 unarmed helicopter transport in RD (Unit_RFA_CH53_Trans)

- Armed helicopter (as for unarmed helicopter plus WeaponManager)
- Armed helicopter transport (as above plus Transporter)

- Armed helicopter with MissileCarriage module (as for armed helicopter plus MissileCarriage)
- Armed helicopter transport with MissileCarriage module (as above plus Transporter)
- Helicopters with MissileCarriage do not have TTurretSkeletonModuleDescriptor

- Unarmed helicopter command (as for unarmed helicopter plus CommandManager)
- Armed helicopter command (as for armed helicopter plus CommandManager)
- No command helicopters have Transporter or MissileCarriage in vanilla RD

- Unarmed supply helicopter (THeliApparenceModuleDescriptor, TApparenceModelModuleDescriptor, Supply, Capturable)
- No supply helicopters have Fuel or weapons in vanilla RD

- Aircraft with no MissileCarriage module (TApparenceModelModuleDescriptor, WeaponManager, Fuel, AttacheAeroport, FlareModule)
- only 3 aircraft with no MissileCarriage modules in RD (Unit_F117_Nighthawk, Unit_H5_NK, Unit_L11D_Sejbr)
- Aircraft with MissileCarriage module (as above plus MissileCarriage)
- Aircraft with MissileCarriage do not have TTurretSkeletonModuleDescriptor

- Armed ship with no MissileCarriage module (TApparenceModelModuleDescriptor, WeaponManager, FlareModule)
- Armed ship with MissileCarriage module (as above plus MissileCarriage and TTurretSkeletonModuleDescriptor)
- Ships with MissileCarriage always have TTurretSkeletonModuleDescriptor as well

- Unarmed ship transport (TApparenceModelModuleDescriptor, Transporter, FlareModule)
- Armed ship transport (as above plus WeaponManager)

- Armed commmand ship with no MissileCarriage module (as for armed ship with no MissileCarriage module plus CommandManager)
- Armed commmand ship with MissileCarriage module (as above plus MissileCarriage and TTurretSkeletonModuleDescriptor)
- Ships with MissileCarriage always have TTurretSkeletonModuleDescriptor as well

- Unarmed supply ship (TApparenceModelModuleDescriptor, Supply, Capturable, FlareModule)
- No supply ships have weapons in vanilla RD

- Odd one out (TApparenceModelModuleDescriptor, Fuel, Transportable, Supply, Capturable)
- only 1 odd one out in RD (Unit_Trabant01, hidden unit)
- Has both Fuel and Supply modules - this is different from every other supply unit in vanilla RD


The following modules are either unique to each unit, or only have one instance, or have only a few instances:

Spoiler : :
TypeUnit - unique to every unit
CompanyUnit - unique to every unit
WeaponManager - unique to every unit
ApparenceModelModuleDescriptor - unique to every non-leg unit

GhostManager - only one instance, same for every unit
Inflammable - only one instance, same for every unit
LinkTeam - only one instance, same for every unit
Debug - only one instance, same for every unit
Selection - only one instance, same for every unit
TargetCoordinatorModule - only one instance, same for every unit

StateEngine- two different instances: one for all aircraft; one for everything else
Halo - four different instances: one for all leg units; one for all vehicles & ships; one for all helos; one for all aircraft
Cadavre - four different instances: one for all leg units; one for all vehicles & ships; one for all helos; one for all aircraft
Last edited by Pyro on Tue 28 Mar 2017 08:40, edited 5 times in total.

Pyro
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Re: All about modules

Postby Pyro » Tue 24 Jan 2017 09:24

Adding new modules in combinations not seen in vanilla RD:

Flare module for vehicles
- I seem to recall experiments in adding the Flare module to vehicles, in order to have smoke dischargers for tanks. I'd appreciate any reports of success or failure for this.

Supply and Fuel module in same unit
- What effects does this have? Has anyone experimented?

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Re: All about modules

Postby Pyro » Tue 24 Jan 2017 09:27

Effects of modules (partial list):

Transporter - adding this to a unit allows it to transport other units. However, one side effect is that it disappears in the deck, because a transporter unit is only ever seen in the deck in combination with another unit being transported

Naval deck - certain ground units appear in the naval deck, even if their modules are overwritten. What can be changed to prevent the ground unit from appearing in the naval part of the deck?

Adding a Command module to a unit is not sufficient to change a unit to Command. There are other properties inside TypeUnit and CompanyUnit that need to be changed to make it a command unit as well. Anyone have exact details?

Adding a Supply unit is (?) sufficient to make a unit a supply unit - I think. Does anyone have information on this?
Last edited by Pyro on Tue 24 Jan 2017 11:43, edited 1 time in total.

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Re: All about modules

Postby Pyro » Tue 24 Jan 2017 09:34

CompanyUnit has its own list of modules:

UnitListCompany
    - five different types
TransporterCompany - only for units that can transport
Label -
    - Has CompanyName which should be same hash as NameInMenuToken in TUniteAuSolDescriptor
    - (Almost) unique to each unit. Same label is shared by:
      Company_MAN_Kat1_6x6 and Company_MC3_Cargo_ANZ
      Company_ProtoBatal_OTAN and Company_ProtoBatal_PACT
      Company_AS350B_A22_Squirrel_ANZ and Company_AS350_NOR
      Company_F14_Tomcat and Company_F14_Tomcat_Army
      Company_Mig21Bis_Fin and Company_Mig21Bis_Fishbed
      Company_Mig29_POL and Company_Mig29_RDA
TargetManager - same for every unit
LinkToDistrict - only present for leg units; same for every unit
Airplane - only present for aircraft; same for every unit
StateEngine - different from the StateEngine module in TUniteAuSolDescriptor
ModernWarfareOrderable
    - twenty-three different types
GroupableUnit - same for every unit
IAStratModule - same as the IAStratModule module in TUniteAuSolDescriptor
Selection - same for every unit, same as Selection module in TUniteAuSolDescriptor
Last edited by Pyro on Mon 30 Jan 2017 21:46, edited 19 times in total.

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jonas165
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Re: All about modules

Postby jonas165 » Tue 24 Jan 2017 13:19

Pyro wrote:Flare module for vehicles
- I seem to recall experiments in adding the Flare module to vehicles, in order to have smoke dischargers for tanks. I'd appreciate any reports of success or failure for this.


I tried that for helicopters, didn't work for me.
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Sireyn
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Re: All about modules

Postby Sireyn » Tue 24 Jan 2017 18:03

I may be forgetting some details, but here's a detailed guide on Supply.

Supply
- Adding the "Supply" module to any unit will cause the unit to be affected by the "autofire on enemy supplies" game setting
- Within the "Supply" module there is "SupplyPriority". If you make a new supply unit you should be aware of where in the hierarchy it sits
- Adding the "Capturable" module will allow the enemy to capture this unit, including any units transported by it
- You can have a supply unit also have a fuel usage but I'm not sure if you can have both displayed in the unit stats at once
Spoiler : :
Image


The Process
Spoiler : :
CompanyUnit > Default > Company Descriptor > TUniteDescriptor

ModernWarfareOrderable > TModernWarefareOrderableModuleDescriptor (i recommend making a new instance)
*Check "CanSupplyUnit"

Label > TWargameLabelModuleDescriptor (this is unit specific, so you can edit the existing one)
*Change Hint Token, RTSTexture, NATOTexture, NATOTextureName to be the same as a comparable supply unit
*Check "IsSupply"

IAStratModule
*Change reference to be the same as a comparable supply unit

TypeUnit > Default > TTypeUnitModuleDescriptor (sets the stats UI elements)

*Set "TypeUnitHintToken" to the same as a comparable supply unit
*Set "UnitInfoJaugeType" to the same as a comparable supply unit

IAStratModule

*Change reference to be the same as a comparable supply unit

Supply

*Add "Supply" module (I recommend just using an existing one unless you want to do something special, like infantry transports with supplies.)

Capturable

*Add the "Capturable" module (if the unit is transporting something then both are captured)

AcknowUnitType

*Set it to be the same as a comparable unit (changes the radio chatter on when given commands)
Last edited by Sireyn on Tue 24 Jan 2017 18:38, edited 2 times in total.

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Sireyn
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Re: All about modules

Postby Sireyn » Tue 24 Jan 2017 18:33

Here's a detailed guide on Command.

Command
-In order to have the command symbol next to the name of a unit you need to edit the appropriate ZZ_WIN (localization file) and add "#command" to the beginning of the name

Spoiler : :
CommandManager

*Add the CommandManager module (compare with similar commands- tanks, infantry, etc)

CompanyUnit
(CompanyUnit > Default > Company Descriptor > TUniteDescriptor)

UnitListCompany
*Set as the same as a comparable command unit (so your command cannot combine into a group)

Label
*Change Hint Token, RTSTexture, NATOTexture, NATOTextureName to be the same as a comparable command unit
*Check "IsCommandementUnit"

IAStratModule
*Change reference to be the same as a comparable command unit

Position
*I recommend using an existing module from a comparable command
*You are ultimately interested in the "MustUpdateZoneIndice" setting

IAStratModule

*Change reference to be the same as a comparable command unit

AcknowUnitType
*Set it to be the same as a comparable unit (changes the radio chatter on when given commands)

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Re: All about modules

Postby Pyro » Tue 24 Jan 2017 22:11

Thank you, Sireyn, exactly what I wanted to see in this thread.

Some of my notes about IAStratModule: this has a different reference for different categories of units. The different categories appear to be the following (listed in order of instance):

Spoiler : :
Vehicle howitzers
Vehicle SAMs (not MANPADs)
Vehicle AA guns (use this if both AAG and SAMs)
Vehicle ATGW
Vehicle mortars (some)
Leg command
Leg non-elite recce 2
Leg non-elite infantry (some)
Leg non-elite infantry (most)
Vehicle transporter with only basic armament (APC)
Vehicle transporter IFV
Vehicle armoured recce
Vehicle lightly armoured (up to 3 frontal armour)
Vehicle gun range 1925m
Vehicle gun range 2100m
Vehicle gun range 2275m
Leg ATGW
Leg unguided At rockets
Leg elite recce 2 (most)
Leg flame weapons
Leg AA missile
Leg elite infantry
Vehicle with auto-cannon or RCL
Command vehicle non-tank
Leg elite recce 2 (some)
Vehicle supply (most)
Vehicle unarmoured transport
Vehicle unarmoured recce
Vehicle anti-ship missile
Vehicle rocket launchers
Vehicle command APC/IFV (also Leopard 1)
Vehicle mortars (some)
Leg militia infantry
Vehicle command tank
Vehicle flame weapons
Vehicle supply (some)
Vehicle MANPADs
Vehicle short range rocket launchers (3500m)
Barges
Next 10 instances - ships
Helicopter attack
Helicopter AA capable
Helicopter recce
Helicopter attack & AA capable
Helicopter recce & attack capable
Helicopter naval
Helicopter supply
Helicopter transport
Helicopter ATGW
Helicopter command
Aircraft with rockets
Aircraft with ground attack & AA missiles (some)
Aircraft with ground attack (Australian)
Aircraft with freefall bombs, no AA missiles
Aircraft with ground attack & AA missiles (most)
Next 2 instances - Aircraft naval
Aircraft with AA missiles (most)
Aircraft SEAD
Aircraft AA missiles (some)
Deprecated

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Re: All about modules

Postby Pyro » Tue 24 Jan 2017 22:34

Some of my notes about the Position module: this has a different reference for different categories of units. The different categories appear to be the following (listed in order of instance):

Spoiler : :
Small command vehicles
Medium command vehicles
Large command vehicles
Small supply, REC and SUP vehicles
Medium supply, REC and SUP vehicles
Large supply, REC and SUP vehicles
Small VHC vehicles
Medium VHC vehicles
Large VHC vehicles
Small TNK vehicles
Medium TNK vehicles
Large TNK vehicles
Non-command leg units
Command leg units
Command helicopters
Non-command helicopters altitude 1 (lowest)
Non-command helicopters altitude 2 (highest)
Aircraft altitude 1 (lowest)
Aircraft altitude 2
Aircraft altitude 3
Aircraft altitude 4
Aircraft altitude 5 (highest)

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Re: All about modules

Postby Pyro » Tue 24 Jan 2017 22:36

Some of my notes about the Flags module: this has a different reference for different categories of units. The different categories appear to be the following (listed in order of instance):

Spoiler : :
Vehicle artillery, mortars and rocket launchers
Vehicle recce, supply and AA units
All other non-command vehicles
Command leg units
All non-command leg units
Command vehicles
All non-command helicopters
Command helicopters
Aircraft

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