Trying to mod in a new unit
Trying to mod in a new unit
There not any modding guides around for EE2
Well trying to tweak EE patch 1.5 for my own personal use.
My aim is to add stealth aircraft into epoch 13 as the own separate super expensive unit.
something not going right in the scripting as the game crashes when i select the airport.
Below is a list of files I am editing so far.
dbunittypetranslationtabl5.csv
Change:
Stealthfighter Stealthfighter
ee2x_unofficial_patch_15_units.ddf
change:
UnitType Stealthfighter
{
parent = Aircraft
visualName = Stealthfighter
displayName = tx_utn_Stealthfighter_name
DisplayNamePlural = tx_utn_Stealthfighter_pname
properties {
rps = AirSuperiority
SizeX = 1
SizeY = 1
mass = 0
HitPoints = 666
VerboseTooltip = vtt_unit_Fighter
popCount = 2
}
sounds = {
}
abilities = [
AircraftMove {speed = 6.9; angSpeed = 90; CruisingHeight = 12.0; ElevChangeRate = 1.0}
Attack { range = 0; reloadTime = 1; applyDamageTime = 0; damage = 0; missileName = "GuidedMissile"; attackOnTheMove = 1 }
LOS { range = 0 }
]
fullMapOverlay { sprite = spr_fullmap_plane; scale = 1.5; }
attributes [
GoesOnAirMissions
]
}
// Add to mobile units for a blobby ellipsoid shadow
ShadowData fighterShadow_01
{
Flags = (IsMobile | ImmutableBounds)
FlatBillboard
{
TextureFilename = af11_biplane_shadow.tga
WidthScale = 0.9
LengthScale = 0.9
HeightScale = 0.1
}
}
ShadowData fighterShadow_02
{
Flags = (IsMobile | ImmutableBounds)
FlatBillboard
{
TextureFilename = AF12_interceptor_shadow.tga
WidthScale = 0.9
LengthScale = 0.9
HeightScale = 0.1
}
}
ShadowData fighterShadow_03
{
Flags = (IsMobile | ImmutableBounds)
FlatBillboard
{
TextureFilename = AF13_JetFighter_shadow.tga
WidthScale = 0.9
LengthScale = 0.9
HeightScale = 0.1
}
}
ShadowData fighterShadow_04
{
Flags = (IsMobile | ImmutableBounds)
FlatBillboard
{
TextureFilename = af14_StealthFighter_shadow.tga
WidthScale = 0.9
LengthScale = 0.9
HeightScale = 0.1
}
}
ShadowData fighterShadow_05
{
Flags = (IsMobile | ImmutableBounds)
FlatBillboard
{
TextureFilename = AF15_Atmospheric_shadow.tga
WidthScale = 0.9
LengthScale = 0.9
HeightScale = 0.1
}
}
UnitModel Stealthfighter
{
Parent = BaseAircraft
DefaultModel = AF14_StealthFighter.nif
ChildNames = [ VaporTrail5 VaporTrail6 VaporTrail3 VaporTrail4 EngineTrail1 EngineTrail2 TheAmmoBar fighterShadow_04 StealthFighter_FlyingParts expl_heli_Tandrill ]
States = [
{ StateName = Idle AnimName = af14_StealthFighter_idle.KF
TextKeys = [{ Name = STOP_SOUND Data = fx_move_jet_03 KeyTime = 0}]}
{ StateName = Walk AnimName = af14_StealthFighter_walk.KF
TextKeys = [{ Name = START_SOUND Data = fx_move_jet_03 KeyTime = 0}]}
{ StateName = Attack1 AnimName = af14_StealthFighter_attack.KF
TextKeys = [{ Name = START_SOUND Data = fx_move_jet_03 KeyTime = 0}
{ Name = PLAY_SOUND Data = fx_rocket_launch KeyTime = 0}]}
{ StateName = Takeoff AnimName = af14_StealthFighter_takeoff.kf
TextKeys = [{ Name = PLAY_SOUND Data = fx_move_jet_takeoff_03 KeyTime = 0}]}
{ StateName = Death AnimName = af14_StealthFighter_death.KF
TextKeys = [
{ Name = STOP_SOUND Data = fx_move_jet_03 KeyTime = 0}
]
}
]
UIRenderingParams {
xOffset = 0.01
yOffset = 0.57
zOffset = 0.55
scale = 2.05
angle = 18.95
}
}
dbtechtreenod6.csv
and
dbtechtreenod5.csv
Stealthfighter text_Stealthfighter_name 13 0 0 2 3 Airport Stealthfighter Stealthfighter 0 0 0 0 0 0 0 0 0 0 0 [] (None)
So what am I missing?
Thanks
Well trying to tweak EE patch 1.5 for my own personal use.
My aim is to add stealth aircraft into epoch 13 as the own separate super expensive unit.
something not going right in the scripting as the game crashes when i select the airport.
Below is a list of files I am editing so far.
dbunittypetranslationtabl5.csv
Change:
Stealthfighter Stealthfighter
ee2x_unofficial_patch_15_units.ddf
change:
UnitType Stealthfighter
{
parent = Aircraft
visualName = Stealthfighter
displayName = tx_utn_Stealthfighter_name
DisplayNamePlural = tx_utn_Stealthfighter_pname
properties {
rps = AirSuperiority
SizeX = 1
SizeY = 1
mass = 0
HitPoints = 666
VerboseTooltip = vtt_unit_Fighter
popCount = 2
}
sounds = {
}
abilities = [
AircraftMove {speed = 6.9; angSpeed = 90; CruisingHeight = 12.0; ElevChangeRate = 1.0}
Attack { range = 0; reloadTime = 1; applyDamageTime = 0; damage = 0; missileName = "GuidedMissile"; attackOnTheMove = 1 }
LOS { range = 0 }
]
fullMapOverlay { sprite = spr_fullmap_plane; scale = 1.5; }
attributes [
GoesOnAirMissions
]
}
// Add to mobile units for a blobby ellipsoid shadow
ShadowData fighterShadow_01
{
Flags = (IsMobile | ImmutableBounds)
FlatBillboard
{
TextureFilename = af11_biplane_shadow.tga
WidthScale = 0.9
LengthScale = 0.9
HeightScale = 0.1
}
}
ShadowData fighterShadow_02
{
Flags = (IsMobile | ImmutableBounds)
FlatBillboard
{
TextureFilename = AF12_interceptor_shadow.tga
WidthScale = 0.9
LengthScale = 0.9
HeightScale = 0.1
}
}
ShadowData fighterShadow_03
{
Flags = (IsMobile | ImmutableBounds)
FlatBillboard
{
TextureFilename = AF13_JetFighter_shadow.tga
WidthScale = 0.9
LengthScale = 0.9
HeightScale = 0.1
}
}
ShadowData fighterShadow_04
{
Flags = (IsMobile | ImmutableBounds)
FlatBillboard
{
TextureFilename = af14_StealthFighter_shadow.tga
WidthScale = 0.9
LengthScale = 0.9
HeightScale = 0.1
}
}
ShadowData fighterShadow_05
{
Flags = (IsMobile | ImmutableBounds)
FlatBillboard
{
TextureFilename = AF15_Atmospheric_shadow.tga
WidthScale = 0.9
LengthScale = 0.9
HeightScale = 0.1
}
}
UnitModel Stealthfighter
{
Parent = BaseAircraft
DefaultModel = AF14_StealthFighter.nif
ChildNames = [ VaporTrail5 VaporTrail6 VaporTrail3 VaporTrail4 EngineTrail1 EngineTrail2 TheAmmoBar fighterShadow_04 StealthFighter_FlyingParts expl_heli_Tandrill ]
States = [
{ StateName = Idle AnimName = af14_StealthFighter_idle.KF
TextKeys = [{ Name = STOP_SOUND Data = fx_move_jet_03 KeyTime = 0}]}
{ StateName = Walk AnimName = af14_StealthFighter_walk.KF
TextKeys = [{ Name = START_SOUND Data = fx_move_jet_03 KeyTime = 0}]}
{ StateName = Attack1 AnimName = af14_StealthFighter_attack.KF
TextKeys = [{ Name = START_SOUND Data = fx_move_jet_03 KeyTime = 0}
{ Name = PLAY_SOUND Data = fx_rocket_launch KeyTime = 0}]}
{ StateName = Takeoff AnimName = af14_StealthFighter_takeoff.kf
TextKeys = [{ Name = PLAY_SOUND Data = fx_move_jet_takeoff_03 KeyTime = 0}]}
{ StateName = Death AnimName = af14_StealthFighter_death.KF
TextKeys = [
{ Name = STOP_SOUND Data = fx_move_jet_03 KeyTime = 0}
]
}
]
UIRenderingParams {
xOffset = 0.01
yOffset = 0.57
zOffset = 0.55
scale = 2.05
angle = 18.95
}
}
dbtechtreenod6.csv
and
dbtechtreenod5.csv
Stealthfighter text_Stealthfighter_name 13 0 0 2 3 Airport Stealthfighter Stealthfighter 0 0 0 0 0 0 0 0 0 0 0 [] (None)
So what am I missing?
Thanks
- Dr.MonaLisa
- High Representative
- Posts: 8714
- Joined: 17 Jun 2010, 11:21
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Re: Trying to mod in a new unit
Hi.
First of all - did you add units names to text file(s)?
tx_utn_Stealthfighter_name, text_Stealthfighter_name, tx_utn_Stealthfighter_pname should be added for example to: "zips/dbtext_cheats.utf8", and: "Unofficial Patch Files\EXEGeneratorData\TextsSource.txt" (in case it was needed to generate new EXE files).
You can remove "visualName = Stealthfighter" line, since UnitModel has the same name as UnitType, so the game will know it already.
Remember to edit .csv files only with Notepad or Notepad++. Don't use Excel to it!
dbunittypetranslationtabl5.csv - it's not needed to add anything to this file. I didn't use it when I was adding 1.5 units.
Also remove all "ShadowData", because they are already defined in fighter_15.ddf, and the game will crash if they're doubled.
RGV1 made a tutorial how to add units to EE2, unfortunately it's only in Russian language. I'll search for it and give you a link. Maybe you'll be able to understand it with Google Translator help.
First of all - did you add units names to text file(s)?
tx_utn_Stealthfighter_name, text_Stealthfighter_name, tx_utn_Stealthfighter_pname should be added for example to: "zips/dbtext_cheats.utf8", and: "Unofficial Patch Files\EXEGeneratorData\TextsSource.txt" (in case it was needed to generate new EXE files).
You can remove "visualName = Stealthfighter" line, since UnitModel has the same name as UnitType, so the game will know it already.
Remember to edit .csv files only with Notepad or Notepad++. Don't use Excel to it!
dbunittypetranslationtabl5.csv - it's not needed to add anything to this file. I didn't use it when I was adding 1.5 units.
Also remove all "ShadowData", because they are already defined in fighter_15.ddf, and the game will crash if they're doubled.
RGV1 made a tutorial how to add units to EE2, unfortunately it's only in Russian language. I'll search for it and give you a link. Maybe you'll be able to understand it with Google Translator help.
Best regards,
Dr.MonaLisa
Ministry of Game Affairs
Department of Control and Complains
Dr.MonaLisa
Ministry of Game Affairs
Department of Control and Complains
Re: Trying to mod in a new unit
Thanks Il give those tips a try.
Also is there anyway to stop auto upgrade of some units?
Also is there anyway to stop auto upgrade of some units?
- Dr.MonaLisa
- High Representative
- Posts: 8714
- Joined: 17 Jun 2010, 11:21
- Location: Poland
- Has thanked: 49 times
- Been thanked: 109 times
Re: Trying to mod in a new unit
All upgrades are in file: upgrade_unittype5.csvcrazyewok wrote:Thanks Il give those tips a try.
Also is there anyway to stop auto upgrade of some units?
I think removing lines should be enough.
EDIT:
About units adding:
http://ee.heavengames.com/cgi-bin/forums/display.cgi?action=ct&f=6,37424,,10
I can't find the orginal website where I found this PDF, so I uploaded it again:
http://www.mediafire.com/view/uw4ofh351 ... arth_2.pdf
It's a nice tutorial created by RGV1, I hope it helps.
Best regards,
Dr.MonaLisa
Ministry of Game Affairs
Department of Control and Complains
Dr.MonaLisa
Ministry of Game Affairs
Department of Control and Complains
Re: Trying to mod in a new unit
Wouldnt dbtext_unittypenames.utf8 be better than zips/dbtext_cheats.utf8 as thats the cheat folder?Leader wrote:Hi.
First of all - did you add units names to text file(s)?
tx_utn_Stealthfighter_name, text_Stealthfighter_name, tx_utn_Stealthfighter_pname should be added for example to: "zips/dbtext_cheats.utf8"
- Dr.MonaLisa
- High Representative
- Posts: 8714
- Joined: 17 Jun 2010, 11:21
- Location: Poland
- Has thanked: 49 times
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Re: Trying to mod in a new unit
It doesn't really matter. The game is reading all texts.crazyewok wrote: Wouldnt dbtext_unittypenames.utf8 be better than zips/dbtext_cheats.utf8 as thats the cheat folder?
I used dbtext_cheats.utf8 because I couldn't edit db.zip file in UP1.5 to support all possible game languages.
Best regards,
Dr.MonaLisa
Ministry of Game Affairs
Department of Control and Complains
Dr.MonaLisa
Ministry of Game Affairs
Department of Control and Complains
Re: Trying to mod in a new unit
Ok trying to make heads and tails of the Russian guide.
So the only files I needs to worry about are
dbunittypetranslationtabl5.csv
and
ee2x_unofficial_patch_15_units.ddf
?
So the only files I needs to worry about are
dbunittypetranslationtabl5.csv
and
ee2x_unofficial_patch_15_units.ddf
?
- Dr.MonaLisa
- High Representative
- Posts: 8714
- Joined: 17 Jun 2010, 11:21
- Location: Poland
- Has thanked: 49 times
- Been thanked: 109 times
Re: Trying to mod in a new unit
No, dbunittypetranslationtabl5.csv - don't use this file. Or you can use but it's not needed.
dbtechtreenod5.csv - You should add the unit here. (dbtechtreenod6.csv is used when you set "DisableUP1.5Units=1" in UnofficialVersionConfig.txt file).
But edit .csv with Notepad, not Excel.
In ee2x_unofficial_patch_15_units.ddf add this unit at the end of the file, also remember to add needed text to any .utf8 file.
The unit should appear in the airport.
I know it's hard, I experienced a lot of crashed when was modding EE2 1.5, but well... finally learned how to do it. If you still have the problem (crashes), please post the codes you added, and I'll check it.
Btw. you're modding normal EE2 or EE2: AOS?
dbtechtreenod5.csv - You should add the unit here. (dbtechtreenod6.csv is used when you set "DisableUP1.5Units=1" in UnofficialVersionConfig.txt file).
But edit .csv with Notepad, not Excel.
In ee2x_unofficial_patch_15_units.ddf add this unit at the end of the file, also remember to add needed text to any .utf8 file.
The unit should appear in the airport.
I know it's hard, I experienced a lot of crashed when was modding EE2 1.5, but well... finally learned how to do it. If you still have the problem (crashes), please post the codes you added, and I'll check it.
Btw. you're modding normal EE2 or EE2: AOS?
Best regards,
Dr.MonaLisa
Ministry of Game Affairs
Department of Control and Complains
Dr.MonaLisa
Ministry of Game Affairs
Department of Control and Complains
Re: Trying to mod in a new unit
EE:AOS with the 1.5 unofficial patch.Leader wrote:No, dbunittypetranslationtabl5.csv - don't use this file. Or you can use but it's not needed.
Btw. you're modding normal EE2 or EE2: AOS?
Plan is to make modern Aircraft abit more interesting a realistic. With a choice between spamming cheap normal jet like the F-16 or very very expensive 5th gen fighters like the F-22 same with bombers and maybe give them the invisibility bonus like the spy .
Add Blackbird recon plane and A-10
Also want to add helicopter carriers and corvettes to the navy section.
Add some more defence structures.
- Dr.MonaLisa
- High Representative
- Posts: 8714
- Joined: 17 Jun 2010, 11:21
- Location: Poland
- Has thanked: 49 times
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Re: Trying to mod in a new unit
Hmmm... Good luck, I hope you won't have problems with adding everything.
By the way, did you test the other EE2 mods, like Realistic Mod? http://ee.heavengames.com/downloads/showfile.php?fileid=2925
or EE4 mod? http://ee4-eng.do.am/
They have a lot of new units, a lot of planes and everything.
You can install this version of UP1.5 on the mod: http://forum.ee2.eu/t1731-development-diary-ee2-ee2x-unofficial-patch-15-a-version-of-up15-for-modders to support all screen resolutions.
By the way, did you test the other EE2 mods, like Realistic Mod? http://ee.heavengames.com/downloads/showfile.php?fileid=2925
or EE4 mod? http://ee4-eng.do.am/
They have a lot of new units, a lot of planes and everything.
You can install this version of UP1.5 on the mod: http://forum.ee2.eu/t1731-development-diary-ee2-ee2x-unofficial-patch-15-a-version-of-up15-for-modders to support all screen resolutions.
Best regards,
Dr.MonaLisa
Ministry of Game Affairs
Department of Control and Complains
Dr.MonaLisa
Ministry of Game Affairs
Department of Control and Complains