Age of the Firstborn - The Rebirth Continues on Elrond99's Age of the Firstborn mod by turning time back to around TA2000. |
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Tutorial NOTE: Use the shortcut buttons to help you through the process. ctrl + c is to copy something, ctrl + f is to find something in the ini, and ctrl + v is to paste your copied material. First open up your 'data' folder. I suggest becoming familiar with all the different areas in it. You will be using this when you are making a map.ini file. Next, find the gondor fighter. It should be under data\ini\object\goodfaction. Also locate the horde for this unit also. This should be under the same category but you have to look for it since they combine hordes into one section. You are probably wondering what is the difference between a horde and unit. Well, a unit's ini has all the models and animations for it plus this is where all the upgrades, weaponsets, health, and other things are defined. The horde on the other hand, is used to describe how many units are in a horde, the command points for the entire horde, and other things. Going back to the Gondor fighter, let's first change their health to 500. If you scroll down the unit's ini, you should find the module for it. We want to replace the module of it so in your map.ini, you should have something like this.
There health has now been changed for the map. For any module, you can do one of three things: AddModule, ReplaceModule, or RemoveModule. Note that whenever you add or replace a module, you must rename the moduletag. I changed ModuleTag_02 to ModuleTag_GondorFighter in the above code. Also notice that there is an extra end also in the code. For add and replace module, you must put an 'end' after you finished the body. Let's change the command points for the unit now. All you simply do is change the command points with a number you desire. But it must be done in both the horde and unit to match correctly. Here's how it will look .
For command points, you must multiply how many you have in a horde for their commandpoints. Since there are twelve of them in a horde (or at least I think there is) then with our new command point from the unit, it should be twelve. How about changing the speed of the unit? Their speed is defined by their locomoter set. Again, you must change what's in both the horde and unit. For the unit you should find their locomotor set to look something like this:
Copy the words NORMAL_GOOD_FAST_MEMBER_SPEED with your shortcut and go to the gamedata.ini category under data\ini\gamedata.ini. Hit ctrl +f and paste in your copied words . It should locate the words and have the number 55 defined by it. Let's say we want the unit to move even quicker (let's say 65) so in your map.ini you would have:
We must also make the change for the horde. For the horde, you always make the speed five less than the unit. This is so that if a unit fall behind in the horde, they can catch up. Here's the locomotor set for the horde.
That's a brief introduction to some things you can do with units. You don't have to keep defining the same object over and over, I just did it to break it down. This is how it should look completed in your map.ini.
There are other things I can show you, such as changing armor, weapons, command sets, and number of units in a horde. But first, figure out what I did in this tutorial and I try it on a unit of your own ;) 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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