This mod tends to follow the lore of books and films along with bringing the realism in the gameplay |
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Register and log in to move these advertisements down Map.ini Tutorial
Creating a good map.ini file is the first step, in my opinion, to becoming a good coder. It provides all the basic skills needed for much more advanced work in the world of modding. It teaches you how to keep your ini work neatly organized and helps you learn where all the different coding files are located. This article is meant to help understand how a map.ini file works, how to create one properly, and shows the advantages and limitations to using this file. Article Layout 1. Introduction 2. Basic Questions and first steps to making a map.ini 3. Modules 4. A tutorial on how to edit a unit 5. Limitations and tricks to a map.ini file CommentsDisplay order: Newest first Rob38 (Team Chamber Member) - Saturday June 5, 2010 - 14:44 Not sure about Inheritable Modules. It's worth a try. Masterini - Saturday June 5, 2010 - 6:27 I have a question : How to Change the Inheritable Modules ? Is it possible ? Rob38 (Team Chamber Member) - Sunday January 13, 2008 - 21:17 Probably want to post your question in the forums as you'll get more help there ;) ILUTAVAR - Sunday January 13, 2008 - 13:59 how do i add more powers to a hero? Sulherokhh (Team Chamber Member) - Saturday October 6, 2007 - 1:33 I knew some of that already, but it is a very helpful reference. I bet that it is even better for starting map.ini coders. Bart (Administrator) - Saturday August 18, 2007 - 17:36
nope, map.ini. i've gotten quite some experience with it when making my helms deep map
what isn't true, is that you can't edit existing upgrades. only, removing things from existing upgrades isn't possible. if you need a better explanation, contact me on msn
haven't tested it, but someone posted it a while ago and i can't see why it wouldn't work (but then again, many things don't work that should :-/)
if your set is
then overriding it with
will leave the 3rd button in too
of course, but only the map maker has to do this mini-mod. an object in worldbuilder is just a reference to an object name, and this mini mod tells WB that it exists Rob38 (Team Chamber Member) - Saturday August 18, 2007 - 14:08 Hold on 2play... It seems you are talking about the game being modded. I'm talking about just a stand alone map with a map.ini file included.
Bart (Administrator) - Saturday August 18, 2007 - 6:30 Good tutorial, some comments:
As far as I know, this isn't true. It doesn't work however to copy an upgrade from the original ini (the literal text, so without changing the name) and removing a line, because it's already there when the game is loaded. In this case you would need to add a new upgrade indeed.
You can also find a button with a completely unused image, and then edit that mappedimage to the actual texture you want on your button
Not if you can override every slot
Yes you can, but you can't use them in WB. That can be fixed with a simple ini file in the game dir when editing your map (see my -mod tutorial) |
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