Modding Issues and Questions

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Sireyn
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Re: Modding Issues and Questions

Postby Sireyn » Thu 5 Sep 2019 16:00

3xANikolai wrote:Would you happen to know what these values mean (the ones within the Red Square)? The top value is obviously the cost for us players in order for us to purchase the unit, however the rest im not sure of, does it have anything to do with the 4 AI's difficulty cost of this particular unit?


I believe those are vestigial values from European Escalation, where each rank of a unit increased its price.

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Re: Modding Issues and Questions

Postby 3xANikolai » Fri 13 Sep 2019 11:11

1. Eventually for my mod I would like to implement new ammunition, well in particular different versions of ATGM's, AA missiles or separation of RPG HEAT and Frag-HE rounds. Would I have to replace the new stuff with an already existing ammunition or would I just be able to add a completely new instance?

2. If I was going to change a unit from 'recon' tab to 'vehicle' tab, would I only need to change a few things within the units modules?

3. Sireyn I believe you have added a Mortar to the Merkava if im not mistaken, how did you go about with the other Machine Guns on the tank(considering that it would now have 4 weapons? And how did you display them within the stats menu or did you have it like how ships are done with CIWS?

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Re: Modding Issues and Questions

Postby Sireyn » Fri 13 Sep 2019 18:01

3xANikolai wrote:1. Eventually for my mod I would like to implement new ammunition, well in particular different versions of ATGM's, AA missiles or separation of RPG HEAT and Frag-HE rounds. Would I have to replace the new stuff with an already existing ammunition or would I just be able to add a completely new instance?


This is a complex topic that can have multiple ways to accomplish something.

You can add as many weapons to a unit as you want, but problems can arise by the inability of the game to properly display them in the unit's info window, with getting the unit's animations to play properly, and with the unit's weapon firing priorities. Vanilla tanks already stack AP and HE ammo on the main weapon without conflict because they are fired at two different targets and vanilla infantry stack a long range and short range version of their rifles. Many FIST teams also stack AP and HE rockets, so you can use one to model off of.

In the WeaponManager, each turret is independently aimed and fired. If you want your weapon to fire at the same time as existing weapons, then add a new turret. To have an alternative ammo, you need to add a new TMountedWeapon to an existing turret.

Within a TMountedWeapon, SalvoStockIndex controls which ammo pool the weapon draws from and SalvoStockIndex_ForInterface controls which slot on the unit card the weapon shows up in (null, 1, 2). You can merge weapons using this.

Infantry use the GroupeCombat module to display animations, but it is very similar to the ApparenceModule. The TCompositeHappening references typically follow the following order.
Spoiler : :
Image


3xANikolai wrote:2. If I was going to change a unit from 'recon' tab to 'vehicle' tab, would I only need to change a few things within the units modules?


The only thing you have to do is change the Factory on the TUniteAuSol page, but there are many minor details that may be relevant.
- In the TUniteAuSol page, AcknowUnitType and TypeForAcknow control the radio acknowledgements.
- In the TypeUnit module are two things; TypeUnitHintToken and the first localization hash in the Filters.
Spoiler : :
Map 1 contains unit the subtype filter (Light infantry, tank destroyer, etc)
[D2036A5F57468B07] - Fire Support
[15E6814B53468B07] - Cavalry Tank
[DDE3545E192D1E00] - Tank Destroyer
[AA6CC61000000000] - Flamethrower
[8DB6000000000000] - Transport: Armored Personnel Carrier
[2034010000000000] - Transport: Infantry Fighting Vehicle
[CED55CDC52468B07] - Command: Tracked
[CED594D1E2010000] - Command: Wheeled
[D623395753468B07] - Command: Helicopter
[CED540D854468B07] - Command: Infantry
[D623459955468B07] - Supply: Helicopter
[1FE7459955468B07] - Supply: Vehicle
[4C0695D1E2010000] - Supply: FOB
[99733565B4780000] - Infantry: Commando
[5E374165B4780000] - Infantry: Fire Support
[10365965B4780000] - Infantry: Light
[CB026153192D1E00] - Infantry: Anti-Aircraft
[DE026153192D1E00] - Infantry: Anti-Tank
[103645D853468B07] - Infantry: Engineer
[D1C341D854468B07] - Infantry: Rifle
[4F3359D355468B07] - Infantry: Reserve
[D7D295D1E2010000] - Air Defense: Missile
[D1B2685D192D1E00] - Air Defense: Gun
[A3C72D65B4780000] - Artillery: Howitzer
[1D675D65B4780000] - Artillery: MLRS
[DCE271D955468B07] - Artillery: Mortar
[93D4490F58468B07] - Artillery: Anti-Ship
[42852D5E192D1E00] - MBT: 40$ and less
[43852D5E192D1E00] - MBT: 45$ to 85$
[44852D5E192D1E00] - MBT: 90$ and more
[D203360F57468B07] - Recon: Vehicle
[D623350F57468B07] - Recon: Helicopter
[CDC36153192D1E00] - Recon: Infantry
[9D963D5A57468B07] - Recon: Special Forces
[8F847D51192D1E00] - Helicopter: Gunship
[99F548CB52468B07] - Helicopter: Anti-Aircraft
[99F548DE52468B07] - Helicopter: Anti-Tank
[93D4598F54468B07] - Helicopter: Anti-Ship
[8F842D9C57468B07] - Helicopter: Transport
[57B494D1E2010000] - Aircraft: Anti-Tank
[5EF7594D192D1E00] - Aircraft: Bomber (Cluster)
[CEF27450192D1E00] - Aircraft: SEAD
[93D471D352468B07] - Aircraft: Anti-Ship
[DAD771D352468B07] - Aircraft: Air Superiority
[CC95318F54468B07] - Aircraft: Bomber
[0DF778D854468B07] - Aircraft: Interceptor
[DCE459DF55468B07] - Aircraft: Multirole
[1307395753468B07] - Ship: Command
[DAD7795D53468B07] - Ship: Coastal support
[DE9231DD53468B07] - Ship: Escort
[5166810B56468B07] - Ship: Supply

- In the CompanyUnit module are the Label module and IAStratModule. The Label module contains several UI-related items.
- Recon units have stealth and different optics, so the Visibility, Scanner Configuration, and Scanner module must be changed.
- The IAStratModule must be changed for the AI to utilize the unit correctly and it should match the one in the CompanyUnit module.
- Recon units have a symbol in their name, so the name should be edited in the ZZ_Win.

3xANikolai wrote:3. Sireyn I believe you have added a Mortar to the Merkava if im not mistaken, how did you go about with the other Machine Guns on the tank(considering that it would now have 4 weapons? And how did you display them within the stats menu or did you have it like how ships are done with CIWS?


Technically there are up to six weapons: Main gun AP/HE, MG/Grenade Launcher, and Mortar HE/Smoke. I merged similar weapons and edited the name to make it intuitive. The second image shows a few problems with merging weapons; the C-06 apparently has a helicopter range, but that is from the machine gun, and the ammo counts are not displayed for both weapons. In battle, the ammo counts between all merged weapons will be added together, making it difficult to know which weapon is running low.

Spoiler : :
Image
Image

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Re: Modding Issues and Questions

Postby 3xANikolai » Mon 16 Sep 2019 18:19

Well, I have managed to find another problem that I am unable to solve. Whilst I'm trying to bring deprec/unused units back to life, I do not seem to be able to revive the infantry (vehicles are working fine), they never appear in the armoury. For example the '2 eme Rep Famas' I had given them the similar UnitType of Hussards and also the same Transport line, yet no luck what so ever.

Also within the Unit Type, and in the Filters, would you happen to know which Map accommodates for what for the unit?

FILTERS for Unit(s).PNG
FILTERS for Unit(s).PNG (34.85 KiB) Viewed 584 times


Map 1: ?
Map 2: Category (Year)
Map 3: Deck Type
Map 4: ?

Whilst looking through the forums I came across this mod which removes the trails artillery shells etc. However the mod link does not work. Looking through the replies it briefly directs you where to make these changes:

You have to alter instances from gamefx inside TSimultaneousActionForActionCallTemplate.


However, I was unsuccessful and game came up with an error. Would anyone know how to remove smoke trails for Rocket artillery and shell artillery?

MOD
Bombs & Shells Realism FX Mod
viewtopic.php?f=187&t=46701#p614185

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Re: Modding Issues and Questions

Postby Sireyn » Tue 17 Sep 2019 03:13

3xANikolai wrote:Well, I have managed to find another problem that I am unable to solve. Whilst I'm trying to bring deprec/unused units back to life, I do not seem to be able to revive the infantry (vehicles are working fine), they never appear in the armoury. For example the '2 eme Rep Famas' I had given them the similar UnitType of Hussards and also the same Transport line, yet no luck what so ever.


There are a number of possible reasons why a unit wouldn't show up. Start with making sure the ShowInMenu is set to true on the TUniteAuSol page. Make sure infantry have a unique GroupeCombat module (you may have to create one from scratch and manually fill it in). Make sure they do not have an UpgradeRequire or transport option to an invalid unit. Make absolutely sure that every module has a correct reference, that no module is missing, and that each item you added has the correct mapping (Tablestring, ObjectReference, Int32, etc).

I often make simple mistakes and go through this meticulous process.


3xANikolai wrote:Also within the Unit Type, and in the Filters, would you happen to know which Map accommodates for what for the unit?


Map 1: Unit Type (for deck filters)
Spoiler : :
[D2036A5F57468B07] - Fire Support
[15E6814B53468B07] - Cavalry Tank
[DDE3545E192D1E00] - Tank Destroyer
[AA6CC61000000000] - Flamethrower
[8DB6000000000000] - Transport: Armored Personnel Carrier
[2034010000000000] - Transport: Infantry Fighting Vehicle
[CED55CDC52468B07] - Command: Tracked
[CED594D1E2010000] - Command: Wheeled
[D623395753468B07] - Command: Helicopter
[CED540D854468B07] - Command: Infantry
[D623459955468B07] - Supply: Helicopter
[1FE7459955468B07] - Supply: Vehicle
[4C0695D1E2010000] - Supply: FOB
[99733565B4780000] - Infantry: Commando
[5E374165B4780000] - Infantry: Fire Support
[10365965B4780000] - Infantry: Light
[CB026153192D1E00] - Infantry: Anti-Aircraft
[DE026153192D1E00] - Infantry: Anti-Tank
[103645D853468B07] - Infantry: Engineer
[D1C341D854468B07] - Infantry: Rifle
[4F3359D355468B07] - Infantry: Reserve
[D7D295D1E2010000] - Air Defense: Missile
[D1B2685D192D1E00] - Air Defense: Gun
[A3C72D65B4780000] - Artillery: Howitzer
[1D675D65B4780000] - Artillery: MLRS
[DCE271D955468B07] - Artillery: Mortar
[93D4490F58468B07] - Artillery: Anti-Ship
[42852D5E192D1E00] - MBT: 40$ and less
[43852D5E192D1E00] - MBT: 45$ to 85$
[44852D5E192D1E00] - MBT: 90$ and more
[D203360F57468B07] - Recon: Vehicle
[D623350F57468B07] - Recon: Helicopter
[CDC36153192D1E00] - Recon: Infantry
[9D963D5A57468B07] - Recon: Special Forces
[8F847D51192D1E00] - Helicopter: Gunship
[99F548CB52468B07] - Helicopter: Anti-Aircraft
[99F548DE52468B07] - Helicopter: Anti-Tank
[93D4598F54468B07] - Helicopter: Anti-Ship
[8F842D9C57468B07] - Helicopter: Transport
[57B494D1E2010000] - Aircraft: Anti-Tank
[5EF7594D192D1E00] - Aircraft: Bomber (Cluster)
[CEF27450192D1E00] - Aircraft: SEAD
[93D471D352468B07] - Aircraft: Anti-Ship
[DAD771D352468B07] - Aircraft: Air Superiority
[CC95318F54468B07] - Aircraft: Bomber
[0DF778D854468B07] - Aircraft: Interceptor
[DCE459DF55468B07] - Aircraft: Multirole
[1307395753468B07] - Ship: Command
[DAD7795D53468B07] - Ship: Coastal support
[DE9231DD53468B07] - Ship: Escort
[5166810B56468B07] - Ship: Supply

Map 2: Category (Year)
Spoiler : :
[41E22D4DD9380000] - CAT C (Pre 1980)
[46E22D4DD9380000] - CAT B (Pre 1985)
[81E22D4DD9380000] - CAT A (1986+)

Map 3: Deck Type
Spoiler : :
[0BB7685ED9380000] - Airborne
[8BD43C9757360E00] - Mechanized
[23B8605ED9380000] - Marine
[5E767965E3000000] - Motorized
[5C76718B57360E00] - Armored
[DAD77965E3000000] - Support
[DA24755ED9380000] - Naval

Map 4: Armory Filters
Spoiler : :
[CEC24165B4780000] - [RAD] Radar
[4F0595D1E2010000] - [KE] Kinetic
[4B0795D1E2010000] - [SA] Semi-Active
[CDD64065B4780000] - [CQC] Close Quarter Combat
[9997715A192D1E00] - [Prototype] Airliftable
[0FBD4065B4780000] - [AoE] Area of Effect
[D0E34065B4780000] - [DEF] Anti-missile Defense
[D00C4165B4780000] - [FnF] Fire & Forget
[0E364165B4780000] - [IND] Indirect shot
[D5D54165B4780000] - [SMK] Smoke
[52872D50192D1E00] - [SHIP] Anti-ship
[DD673550192D1E00] - [CLUS] Cluster
[1C973550192D1E00] - [CORR] Corrected shot
[CEF44550192D1E00] - [GUID] Guided
[DEF24850192D1E00] - [HEAT] High Explosive Anti-Tank
[97A56150192D1E00] - [NPLM] Napalm
[DEE27550192D1E00] - [STAT] Stationary
[CEF2741E54468B07] - [SEAD] Suppression of Enemy Air Defenses
[93A45D4B192D1E00] - Movement: Amphibious
[0BE781D955468B07] - Movement: Tracked
[8F1482D955468B07] - Movement: Wheeled
[103681D955468B07] - Movement: Infantry
[A30595D1E2010000] - Movement: Flying
[CBD32D65B4780000] - Sailing: Deep sea
[CBD33165B4780000] - Sailing: Coastal
[CBD33565B4780000] - Sailing: River


3xANikolai wrote:However, I was unsuccessful and game came up with an error. Would anyone know how to remove smoke trails for Rocket artillery and shell artillery?


I happened to have a copy of the mod and was able to see what he did. I tested this myself moments ago.

1. Open the gamefx.ndfbin
2. Open the TSimultaneousActionForActionCallTemplate

3a. Find the item with the item with a _ShortDatabaseName of PROJECTILE_Canon_HE
3b. Under Actions, remove the TParticleSpawnerActionBomb with a _ShortDatabaseName of Projectile_Trail

4a. Find the item with a _ShortDatabaseName of GEN_PROJECTILE_Bombe
4b. Under Actions, remove the TParticleSpawnerActionBomb with a _ShortDatabaseName of Projectile_Trail

5. Save

Here is a copy of the mod in case it should ever be needed.
https://drive.google.com/open?id=15kKyQ_POAXotSzPKmaKbgJwocJf042H5

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Re: Modding Issues and Questions

Postby 3xANikolai » Wed 18 Sep 2019 17:05

Just a few Questions that I'm not too sure of:

1. Regarding the AI's use of certain vehicles, say for example the DDR 'ZSU-57-2' in the Vehicle Tab, is it possible to make the AI use the ZSU-57-2 as an AA instead of a fire support vehicle? (AI's usage of an AA is much better than their usage of a regular vehicle)

I understand that there is 2 locations to change their usage of a unit within the modules (IAStratModule and CompanyUnit), however would changing either of these actually work or would I just have to stick with either it as a Vehicle or a Support unit?

2. I had reintroduced a Mi-24 from being Deprec as such, I would like to use it however I am unable to identify what ATGM it has on it. Would anyone be able to figure out what it is?

Unknown ATGM.PNG
Unknown ATGM.PNG (895.39 KiB) Viewed 558 times


3. What would I need to change to make a Vehicle in particular LAV-25 then be able to become a transport vehicle? Or am I better off using an existing module reference of a similar vehicle?

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Re: Modding Issues and Questions

Postby Sireyn » Thu 19 Sep 2019 05:47

1. My understanding is that the AI will change how it uses a unit based on the two IAStratModule references. You can have a variety of unit types within each tab.

2. They should be 9M1114 Kokon. Prior missiles sat exposed on the rails. Ataka sat in tubes, but I don't know if it was fitted to Mi-24s in timeframe.

3. Try this. I can help if you need more explaination. https://forums.eugensystems.com/viewtopic.php?f=187&t=59295&hilit=transport&start=10#p1019447

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Re: Modding Issues and Questions

Postby happyflora » Thu 19 Sep 2019 17:30

Type the reference number into the search, use the "Make Top Object" button at the top of the center column, then duplicate the reference. You can edit the new references safely now. Note that some modules will crash the game when duplicated and must be done by hand with a blank reference.

Adding weapons to supply vehicles doesn't alter their functionality at all. Note that any unit with the Supply module is not automatically fired upon if you have that game setting turned on.

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Re: Modding Issues and Questions

Postby libbmaster » Thu 19 Sep 2019 20:03

I have something I'm stuck on:

I'm trying to replace the model for the command HUMVEE with the one for the Mini-gun HUMVEE in the REC tab.

I've tried copying over the "ApparenceModel" and "WeaponManager" modules, but I get a crash to desktop when I mouse over the unit in the armory. Is there something I'm missing?

also, thank you for doing this, Sireyn. This thread is a big help!

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Re: Modding Issues and Questions

Postby Sireyn » Fri 20 Sep 2019 02:40

libbmaster wrote:I have something I'm stuck on:

I'm trying to replace the model for the command HUMVEE with the one for the Mini-gun HUMVEE in the REC tab.

I've tried copying over the "ApparenceModel" and "WeaponManager" modules, but I get a crash to desktop when I mouse over the unit in the armory. Is there something I'm missing?

also, thank you for doing this, Sireyn. This thread is a big help!


Thanks, I'm glad to assist. The ApparenceModel and WeaponManager modules should be unique for every unit. Instead of copying the modules, you should copy the things inside the modules.

For the WeaponManager, make duplicates (new references) of the TTurretTwoAxisDescriptor and TMountedWeapon. Don't forget to fill in the Salves. The TAmmunition can be reused between units.

For the ApparenceModel, match the references inside each category, making sure to open every new Action and fill in the popup box or else your special effects will not work.

Since you are converting an unarmed unit into an armed one, open the CompanyUnit and change the TModernWarfareOrderable to one that allows attacking, but not loading and unloading infantry. The IAStratModules may be important, so change those to the one from another armed command truck.

If this doesn't solve the issue, I would focus your attention on the WeaponManager and ApparenceModel modules, but any number of small errors can be the cause of what you describe. Good luck!

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