Graviteam

English-speaking community => Graviteam Tactics: Operation Star => Topic started by: Santini on December 15, 2013, 10:27:16 AM



Title: Will there be modding support in the future?
Post by: Santini on December 15, 2013, 10:27:16 AM
Just curious.

It's a sad shame to see an engine this great with zero mods out

Even the simple ability to edit weapon, soldier and vehicle stats and loadout would be cool, but having an actual open and user friendly campaign editor would be amazing


Title: Re: Will there be modding support in the future?
Post by: Flashburn on December 15, 2013, 10:39:27 AM
I am not bashing you here.  BUT the editor IS easy to use.  What causes the caos is the the few config files you have to set up to get to the editor.  This is the issue.  Automating those files might make it better.  It is also somewhat limiting what you can do.  But advanced users should be able to get in there and get what they want.  But those tools are the same as what where used to make the campaigns. 

Probably the BEST solution would be create a simple utility all gui tastic to generate the config files for the editor.  Graviteam uses spread sheets to do this.  Its in the docs how.  It actually is not bad at all.  But still a gui front end utility would solve this issue I think. 


ANd there are mods.  GTOS is an odd duck.  Few actually make anything as there is not really alot more to do.  BUT.....  On the Russian side there are a few mods out.  NIght postmans uniform mods.  And there is a user campaign based in Hooper assets.  OH AND some of the models in game where made by MODDERS.  If you have played hooper or shield of the prophet a few of those models are mine.  Also some of the ww2 stuff was made by Alex. 

I have one 3/4 GTOS campaign that has alot of balancing issues I need to sort out one of these days.  It had the misfortune to get side lined by the last GTOS campaign.  ER I forgot about it when it was released.  :D


Title: Re: Will there be modding support in the future?
Post by: andrey12345 on December 15, 2013, 01:32:07 PM
Just curious.

It's a sad shame to see an engine this great with zero mods out

Even the simple ability to edit weapon, soldier and vehicle stats and loadout would be cool, but having an actual open and user friendly campaign editor would be amazing
Game have all utils to mod everything aspects.


Title: Re: Will there be modding support in the future?
Post by: Santini on December 15, 2013, 04:23:15 PM
Not to counter the word of god, but the deafening silence on the modding front indicates that the tools as they stand are insufficient.

I myself took a stab at the modding tools, and have probably spent about 5 or so hours playing with it, but the key weakness is that there seems to be no way to load and edit existing assets.


Title: Re: Will there be modding support in the future?
Post by: Flashburn on December 16, 2013, 12:02:08 AM
The mod tools allow you to really change/add ALOT. 

The lack of mods I think is general confusion on how they work.  AND.... honestly what to mod/change?  Adding new units and vehicles?  Re balancing.....is IMO unneeded.  User campaigns would be welcome.  Automating the config files for editor would be a bonus! 

The other mod tools for like swap textures and sounds etc are IMO fine.  Honestly if change this stuff you need to be good at config work anyways.


Title: Re: Will there be modding support in the future?
Post by: Flashburn on December 16, 2013, 12:04:29 AM
BTW.  What are you wanting to do?  Maybe us forum monkeys can help?


Title: Re: Will there be modding support in the future?
Post by: eczerwonka on December 16, 2013, 04:03:30 AM
I agree with the op.

I think what is needed are more tutorials and some better explanations of what exactly is needed to make a working addon/mod as well as explanations of what a lot of the entries in the configs do. Some are self explanatory, some are not.

I come from the OFP/ARMA games and the amount of user tools and tutorials is pretty extensive. Every file and config entry is explained in depth so that even users who have never touched a config, texture or model can make an addon in a short amount of time. I've made countless addons and mods before, but I'm still completely clueless how to make a working addon for this game after unpacking the files, doing some editing, etc. I don't know exactly what previous entries are needed in the configs for them to work, the file structure for some addons/mods is different than the stock file structures, etc. I'm still unclear how the get something working in-game and if something will only work in a quick mission or if an entire campaign needs modded to add something small.

I should start another post with my own questions when the holidays are over :) 


Title: Re: Will there be modding support in the future?
Post by: Flashburn on December 16, 2013, 06:40:38 AM
You are totally correct on commented configs.  It is a truly painful process to figure out some of it.  For Sabow it killed me on playable vehicles.  Although got real far.  For ai vehicles it can be done by some trial and error and by picking a vehicle close to what you want to add.  At least at first.  Fine tuning it later. 

Shells and gun types is a pain.  But I have a basic rough explanation I got from Krabb somewhere. 

Best thing is to pick something simple and small and then build experience in the engine.  My 1st model was a freaking rifle grenade.  Then G3a3 rifle, then .50cal mg, then F5e light fighter, then saladin armored car, m113, other stuff that maybe gets added someday... WINK WINK Andrey. 

Man speaking of which I need to finish that su2 light bomber I started FOREVER ago.  Been bouncing all over the place on various projects the past year. Not vary focused which is not like me really.  BUT ask questions.   I am sure that I can provide some answers and others by maybe Krabb.    ;D


Title: Re: Will there be modding support in the future?
Post by: Santini on December 16, 2013, 11:05:28 AM
What I would like to do: Take the base operation for Shilovo 1942, or any of the operations for that matter, and:

Expand the timeline, say 30 turns or so, and give the human commander control of a few armored assets right off the bat. Every single scenario has the armor locked behind a multi turn delay, and it is a huge pain in the dick and gets old fast.

Modify the OOB slightly to give every company access to at least a few static AT assets

Modify the soldier loadout to make sending unsupported tanks against infantry suicide - think Close Combat III. If your tanks are within 15 meters of infantry and have no support, they should be dead. MG's should also carry more ammo.


Title: Re: Will there be modding support in the future?
Post by: Santini on December 16, 2013, 11:09:24 AM
Heck, as a commander I would spread out the AT assets to the platoon's... that should be an option as well. The AT platoons should start out with more empty slots, their guns being in the pool for the preference of the commander to deploy


Title: Re: Will there be modding support in the future?
Post by: Flashburn on December 16, 2013, 11:21:50 AM
LOL thats alot of moding.  :D 


I am sad to say that loading shilvo in editor is not really possible. BUT.... unpacking is force structure from campaign IS possible. This also happens to take care of the annoying making the config part.  You can extract them from any campaign.  The force structure and command higher to lower will all be there.  Making slight changes is pretty easy.  Bigger stuff in theory is SO long as you give correct Unique ID's and stuff.  At 1st DONT worry about that.  :D 

To start with campaign.  Use the unpacking tool on the campaign file.  Yes it works on those too.  However, you need to set file type to all to show up. 

Changing turn numbers is simply setting that right in the config.  Ill dig some up of mine so you can take a look.  :D 


Soldier load out is totally possible.  But is a mod to the actual game.  If you want to give hh3 and rkg3's to everyone you certainly can.   That is in TABs.  need to unpack the newest patch in dev updates.  Locate tabs and take a look.  you are looking for soldier type files .  UGH off top of my head they look like ir_human or something like that.  That file tells all the weapons and gear for soldiers.  In this case for Iran.  I cant remember what they are called for German ww2 and Russian ww2 right now =( 

For now I highly suggest just unpacking a campaign and using tools on them.  AND try and find the tabs and files like divpool and take a look.  :D  Ill dig up some old moded campaign files of mine.


Title: Re: Will there be modding support in the future?
Post by: Santini on December 16, 2013, 11:27:16 AM
OK!
If you are down for a simple tutorial, I'd be happy just changing the number of turns in a campaign (which I did have figured out once, although I never play tested it) and the unlock turns for units on the map.


Title: Re: Will there be modding support in the future?
Post by: Flashburn on December 16, 2013, 11:31:10 AM
HMMM new plan.. 

I can post the whole div pool file here.  It exceeds 20000 characters.  +(


Title: Re: Will there be modding support in the future?
Post by: Flashburn on December 16, 2013, 11:35:58 AM
Its not as easy as just changing number of turns.  Well i did do that to a default campaign but was a mess.  NOT recommended!.   That was in SABOW....same engine.  BUT ended up remaking campaign with its div pool file from scratch.  Actually I really liked how that one came out.  =)  Made it a ball buster.  1st version to much of one.  But enough of that. 

Now I have explained this many times on the forums.  But only 1 guy actually got something resembling a basic campaign.  He then gave it up right when he was about to get the whole concept.  =( 


Title: Re: Will there be modding support in the future?
Post by: Flashburn on December 16, 2013, 11:41:52 AM
Man i am rusty.

First step is open up the DOCs Andrey made in the game folder.  I am assuming something looking like a campaign.


Title: Re: Will there be modding support in the future?
Post by: Flashburn on December 16, 2013, 11:47:16 AM
Download THIS..........this is an open office program.  Its free and its actually REALLY good.  MS word can drop dead IMO.

http://www.libreoffice.org/download 

This can make .ods files the game reads.  IE spreadsheet. 


Title: Re: Will there be modding support in the future?
Post by: Santini on December 16, 2013, 11:53:16 AM
Hahahaha, I am super rusty too, I was scratching my head at that

Totally forgot


Title: Re: Will there be modding support in the future?
Post by: Santini on December 16, 2013, 11:58:33 AM
Sigh.

This is exactly what I am talking about :-(

Something like changing the reserve turns timer for a platoon should be as simple as opening the editor, opening the operation, right clicking on the unit and punching in a number or two, then saving

:-/


Title: Re: Will there be modding support in the future?
Post by: Flashburn on December 16, 2013, 11:59:10 AM
WIth that program...well series of programs you can now actually LOOK at the included example ODS that are located in a zipped file under docs/modwork/editors in the game directory.  The editor will take these ods files and make the config from them.  


Its a handy way to make the campaign files for editor from square 1.  It however is not the only way if borrowing the div pool from an existing campaign.  I actually liked the OLD way better for this.  You could plug that in directly into the folder structure the editor looks into.  Its a little harder now.  

any ways.........

the div pool looks like....   I jsut took some of it.  Its to long for forum.  But gives idea.  Also if you look at example ods you see why that is SO much easier to make from scratch.   FYI trying to cover all bases here.  :D

Code:
//Cfgp2Pd auto converter

reserves=()
{

rkkap_1czbn=()
{
code[u] = 17;
name[s] = txt_op_rkkap_1czbn;
sold_fams[s] = txt_sn_chez_fams;
sold_names[s] = txt_sn_chez_nams;
marks_name[s] = rkka_marks_01;
div_sprite[s] = divh_batn;

pool[suuvvs]()
{
rkka_corr_art, 1, 0, 0.7, 0.2, 1, 0, 1, 1, 0.5, 0, rkka_artsup_bm13_plat;
cz_ptrd, 4, 0, 0.7, 0.2, 1, 0, 1, 1, 0.5, 0, ;
rkka_corr_air, 1, 2, 0.7, 0.2, 1, 0, 1, 1, 0.5, 0, rkka_airsup_il2_plat;

} //endof pool

} //endof rkkap_1czbn

rkkap_182gvsp=()
{
code[u] = 130;
name[s] = txt_op_rkkap_182_gvsp;
sold_fams[s] = txt_sn_ussr_fams;
sold_names[s] = txt_sn_ussr_nams;
marks_name[s] = rkka_marks_01;
div_sprite[s] = divh_reg;

pool[suuvvs]()
{
rkka_com_inf_bat, 1, 0, 0.3, 0.5, 1, 0.7, 1, 1, 0.5, 0, rkka_artsup_pp27_plat;
rkka_mg, 1, 0, 0.3, 0.5, 1, 0.7, 1, 1, 0.5, 0, ;
rkka_squad_sniper, 1, 0, 0.3, 0.5, 1, 0.7, 1, 1, 0.5, 0, ;
rkka_squad_smg_43a, 2, 0, 0.3, 0.5, 1, 0.7, 1, 1, 0.5, 0, ;
rkka_pp27, 2, 0, 0.3, 0.5, 1, 0.7, 1, 1, 0.5, 0, ;

} //endof pool

} //endof rkkap_182gvsp

rkkap_595iptap=()
{
code[u] = 149;
name[s] = txt_op_rkkap_595_iptap;
sold_fams[s] = txt_sn_ussr_fams;
sold_names[s] = txt_sn_ussr_nams;
marks_name[s] = rkka_marks_01;
div_sprite[s] = divh_reg;

pool[suuvvs]()
{
rkka_corr_art, 1, 0, 0.5, 0.7, 1, 0, 1, 1, 0.5, 0, rkka_artsup_zis3_plat;
rkka_zis5v, 2, 0, 0.5, 0.5, 1, 0, 1, 1, 0.5, 0, ;

} //endof pool

} //endof rkkap_595iptap

rkkap_1245iptap=()
{
code[u] = 69;
name[s] = txt_op_rkkap_1245_iptap;
sold_fams[s] = txt_sn_ussr_fams;
sold_names[s] = txt_sn_ussr_nams;
marks_name[s] = rkka_marks_01;
div_sprite[s] = divh_reg;

pool[suuvvs]()
{
rkka_corr_art, 1, 0, 0.5, 0.5, 1, 0, 1, 1, 0.5, 0, rkka_artsup_zis3_plat;
rkka_zis5v, 2, 0, 0.5, 0.5, 1, 0, 1, 1, 0.5, 0, ;

} //endof pool

} //endof rkkap_1245iptap

rkkap_131gvap=()
{
code[u] = 49;
name[s] = txt_op_rkkap_131_gvap;
sold_fams[s] = txt_sn_ussr_fams;
sold_names[s] = txt_sn_ussr_nams;
marks_name[s] = rkka_marks_01;
div_sprite[s] = divh_reg;

pool[suuvvs]()
{
rkka_corr_art, 1, 0, 0.5, 0.5, 1, 0, 1, 1, 0.5, 0, rkka_artsup_zis3_plat;

} //endof pool

} //endof rkkap_131gvap

rkkap_179_otbr=()
{
code[u] = 121;
name[s] = txt_op_rkkap_179_otbr;
sold_fams[s] = txt_sn_ussr_fams;
sold_names[s] = txt_sn_ussr_nams;
marks_name[s] = rkka_marks_01;
div_sprite[s] = divh_bde;

pool[suuvvs]()
{
rn_rkka_t34, 1, 0, 0.5, 0.7, 1, 0, 1, 1, 0.5, 0, ;
rkka_t60_41, 2, 0, 0.5, 0.7, 1, 0, 1, 1, 0.5, 0, ;
rkka_ot34_41_stz, 1, 2, 0.5, 0.7, 1, 0, 1, 1, 0.5, 0, ;
rkka_kv1_42_uztm, 1, 2, 0.5, 0.7, 1, 0, 1, 1, 0.5, 0, ;

} //endof pool

} //endof rkkap_179_otbr

werp_114_pzgr_reg=()
{
code[u] = 20;
name[s] = txt_op_werp_114_pzgr_reg;
sold_fams[s] = txt_sn_ger_fams;
sold_names[s] = txt_sn_ger_nams;
marks_name[s] = wer_marks_6pz;
camo[s] = pat2;
div_sprite[s] = divh_reg;

pool[suuvvs]()
{
wer_com_pzgr_coy, 1, 0, 0.5, 0.7, 1, 0, 1, 1, 0.5, 0, wer_artsup_sig33_plat;
wer_corr_art, 2, 0, 0.5, 0.7, 1, 0, 1, 1, 0.5, 0, wer_artsup_lefh_plat;
rn_wer_squad_atr, 2, 0, 0.5, 0.7, 1, 0, 1, 1, 0.5, 0, ;
wer_mg42, 3, 0, 0.5, 0.7, 1, 0, 1, 1, 0.5, 0, ;
wer_sdkfz251c_2, 3, 0, 0.5, 0.7, 1, 0, 1, 1, 0.5, 0, ;
wer_pak40, 1, 2, 0.5, 0.7, 1, 0, 1, 1, 0.5, 0, ;
rn_wer_atg, 3, 0, 0.5, 0.7, 1, 0, 1, 1, 0.5, 0, ;
rn_wer_pzb41, 2, 0, 0.5, 0.5, 1, 0, 1, 1, 0.5, 0, wer_airsup_ju87_plat;

} //endof pool

} //endof werp_114_pzgr_reg

werp_57_pion_bn=()
{
code[u] = 87;
name[s] = txt_ce_werp_57_pion_bn;
sold_fams[s] = txt_sn_ger_fams;
sold_names[s] = txt_sn_ger_nams;
marks_name[s] = wer_marks_6pz;
camo[s] = pat2;
div_sprite[s] = divh_batn;

pool[suuvvs]()
{
wer_com_pzgr_plat, 1, 2, 0.5, 0.7, 1, 0, 1, 1, 0.5, 0, wer_artsup_sig33_plat;
wer_corr_art, 1, 0, 0.5, 0.7, 1, 0, 1, 1, 0.5, 0, wer_artsup_lefh_plat;
wer_corr_air, 3, 0, 0.5, 0.7, 1, 0, 1, 1, 0.5, 0, wer_airsup_ju87_plat;
rn_wer_spg, 2, 0, 0.5, 0.7, 1, 0, 1, 1, 0.5, 0, ;
rn_wer_sapc, 2, 0, 0.5, 0.7, 1, 0, 1, 1, 0.5, 0, ;
wer_flamer, 2, 0, 0.5, 0.7, 1, 0, 1, 1, 0.5, 0, ;

} //endof pool

} //endof werp_57_pion_bn

werp_11_pz_reg=()
{
code[u] = 17;
name[s] = txt_ce_werp_11_pz_reg;
sold_fams[s] = txt_sn_ger_fams;
sold_names[s] = txt_sn_ger_nams;
marks_name[s] = wer_marks_6pz;
camo[s] = pat2;
div_sprite[s] = divh_reg;

pool[suuvvs]()
{
rn_wer_pz3, 1, 0, 0.5, 0.7, 1, 0, 1, 1, 0.5, 0, ;
rn_wer_pz2, 2, 0, 0.5, 0.7, 1, 0, 1, 1, 0.5, 0, ;
rn_wer_pz4kh, 1, 2, 0.5, 0.7, 1, 0, 1, 1, 0.5, 0, ;
wer_squad_pzgr_43am, 3, 0, 0.5, 0.7, 1, 0, 1, 1, 0.5, 0, ;

} //endof pool

} //endof werp_11_pz_reg

werp_6_recon_bn=()
{
code[u] = 22;
name[s] = txt_ce_werp_6_recon_bn;
sold_fams[s] = txt_sn_ger_fams;
sold_names[s] = txt_sn_ger_nams;
marks_name[s] = wer_marks_6pz;
camo[s] = pat2;
div_sprite[s] = divh_batn;

pool[suuvvs]()
{
wer_com_scout_plat, 1, 0, 0.5, 0.8, 1, 0, 1, 1, 0.5, 0, wer_artsup_sig33_plat;
wer_squad_scout_43a, 2, 0, 0.5, 0.8, 1, 0, 1, 1, 0.5, 0, ;
wer_squad_sniper, 2, 0, 0.5, 0.8, 1, 0, 1, 1, 0.5, 0, ;
wer_corr_art, 1, 0, 0.5, 0.8, 1, 0, 1, 1, 0.5, 0, wer_artsup_lefh_plat;
wer_corr_air, 1, 0, 0.5, 0.8, 1, 0, 1, 1, 0.5, 0, wer_airsup_ju87_plat;
wer_sdkfz232_8, 2, 0, 0.5, 0.8, 1, 0, 1, 1, 0.5, 0, ;
wer_sdkfz231_8, 3, 0, 0.5, 0.8, 1, 0, 1, 1, 0.5, 0, ;

} //endof pool

} //endof werp_6_recon_bn

werp_76_art_reg=()
{
code[u] = 118;
name[s] = txt_ce_werp_76_art_reg;
sold_fams[s] = txt_sn_ger_fams;
sold_names[s] = txt_sn_ger_nams;
marks_name[s] = wer_marks_6pz;
camo[s] = pat2;
div_sprite[s] = divh_reg;

pool[suuvvs]()
{
wer_com_pzgr_plat, 1, 0, 0.5, 0.7, 1, 0, 1, 1, 0.5, 0, ;
wer_corr_art, 1, 0, 0.5, 0.7, 1, 0, 1, 1, 0.5, 0, wer_artsup_lefh_plat;
wer_lefh18m, 3, 0, 0.5, 0.7, 1, 0, 1, 1, 0.5, 0, ;

} //endof pool

} //endof werp_76_art_reg

werp_41_pzj_bn=()
{
code[u] = 65;
name[s] = txt_ce_werp_41_pzjager_bn;
sold_fams[s] = txt_sn_ger_fams;
sold_names[s] = txt_sn_ger_nams;
marks_name[s] = wer_marks_6pz;
camo[s] = pat2;
div_sprite[s] = divh_batn;

pool[suuvvs]()
{
wer_com_pzgr_plat, 1, 2, 0.5, 0.7, 1, 0, 1, 1, 0.5, 0, ;
rn_wer_atspg, 3, 0, 0.5, 0.7, 1, 0, 1, 1, 0.5, 0, ;
rn_wer_spg, 2, 0, 0.5, 0.7, 1, 0, 1, 1, 0.5, 0, ;
wer_squad_pzgr_43am, 3, 0, 0.5, 0.7, 1, 0, 1, 1, 0.5, 0, ;

} //endof pool

} //endof werp_41_pzj_bn

} //endof reserves

act_platoons=()
{
camo[s] = wint;
season[s] = winter;

rkkapl_1czbn_com_bat=()
{
code[u] = 1;
params[v] = 0.7, 0.4, 1, 0;
level[v] = 1, 1, 0.7, 0;
side[*] = USSR;
ai[*] = USER;
str_sprite[s] = pl_commander;
pool[s] = rkkap_1czbn;
max_squads[u] = 3;
name[s] = txt_op_rkkapl_1czbn_com_bat;
mobility[*] = FOOT;
range[u] = 2;
eng_caps[f] = 0;
scout_caps[b] = false;
type[*] = COM;
uid[u] = 1;
stand_cnt[u] = 4;

pool[sas]()
{
cz_com_inf_bat, 1, 103, 52, 16777217, rkka_artsup_m30_plat;

} //endof pool

} //endof rkkapl_1czbn_com_bat

rkkapl_1czbn_1c_com=()
{
code[u] = 16;
params[v] = 0.7, 0.2, 1, 0;
level[v] = 1, 1, 0.7, 0;
side[*] = USSR;
ai[*] = USER;
str_sprite[s] = pl_field_com;
pool[s] = rkkap_1czbn;
max_squads[u] = 2;
name[s] = txt_op_rkkapl_1czbn_1c_com;
mobility[*] = FOOT;
range[u] = 2;
eng_caps[f] = 0;
scout_caps[b] = false;
type[*] = COM;
uid[u] = 16;
stand_cnt[u] = 4;

pool[sas]()
{
cz_com_inf_coy, 1, 36, 1, 33554433, rkka_artsup_m30_plat;

} //endof pool

} //endof rkkapl_1czbn_1c_com

rkkapl_1czbn_1c_1p=()
{
code[u] = 17;
params[v] = 0.7, 0.2, 1, 0;
level[v] = 1, 1, 0.3, 0;
side[*] = USSR;
ai[*] = USER;
str_sprite[s] = pl_infantry;
pool[s] = rkkap_1czbn;
max_squads[u] = 6;
name[s] = txt_op_rkkapl_1czbn_1c_1p;
mobility[*] = FOOT;
range[u] = 1;
eng_caps[f] = 0;
scout_caps[b] = false;
type[*] = UNI;
uid[u] = 17;
stand_cnt[u] = 4;

pool[sas]()
{
cz_com_inf_plat, 1, 0, 0, 0, ;
cz_squad_inf_43a, 4, 0, 0, 0, ;
cz_mt50, 1, 0, 0, 0, ;

} //endof pool

} //endof rkkapl_1czbn_1c_1p

rkkapl_1czbn_1c_2p=()
{
code[u] = 18;
params[v] = 0.7, 0.2, 1, 0;
level[v] = 1, 1, 0.3, 0;
side[*] = USSR;
ai[*] = USER;
str_sprite[s] = pl_infantry;
pool[s] = rkkap_1czbn;
max_squads[u] = 6;
name[s] = txt_op_rkkapl_1czbn_1c_2p;
mobility[*] = FOOT;
range[u] = 1;
eng_caps[f] = 0;
scout_caps[b] = false;
type[*] = UNI;
uid[u] = 18;
stand_cnt[u] = 4;

pool[sas]()
{
cz_com_inf_plat, 1, 29, 2, 150994945, ;
cz_squad_inf_43a, 4, 0, 0, 0, ;
cz_mt50, 1, 0, 0, 0, ;

} //endof pool

} //endof rkkapl_1czbn_1c_2p

rkkapl_1czbn_1c_3p=()
{
code[u] = 19;
params[v] = 0.7, 0.2, 1, 0;
level[v] = 1, 1, 0.3, 0;
side[*] = USSR;
ai[*] = USER;
str_sprite[s] = pl_infantry;
pool[s] = rkkap_1czbn;
max_squads[u] = 6;
name[s] = txt_op_rkkapl_1czbn_1c_3p;
mobility[*] = FOOT;
range[u] = 1;
eng_caps[f] = 0;
scout_caps[b] = false;
type[*] = UNI;
uid[u] = 19;
stand_cnt[u] = 4;

pool[sas]()
{
cz_com_inf_plat, 1, 0, 0, 0, ;
cz_squad_inf_43a, 4, 0, 0, 0, ;
cz_mt50, 1, 0, 0, 0, ;

} //endof pool

} //endof rkkapl_1czbn_1c_3p

rkkapl_1czbn_2c_1p=()
{
code[u] = 33;
params[v] = 0.7, 0.2, 1, 0;
level[v] = 1, 1, 0.5, 0;
side[*] = USSR;
ai[*] = USER;
str_sprite[s] = pl_infantry;
pool[s] = rkkap_1czbn;
max_squads[u] = 7;
name[s] = txt_op_rkkapl_1czbn_2c_1p;
mobility[*] = FOOT;
range[u] = 1;
eng_caps[f] = 0;
scout_caps[b] = false;
type[*] = UNI;
uid[u] = 33;
stand_cnt[u] = 4;

pool[sas]()
{
cz_com_inf_coy, 1, 34, 24, 1, rkka_artsup_zis3_plat;
cz_com_inf_plat, 1, 0, 0, 0, ;
cz_squad_inf_43a, 4, 0, 0, 0, ;
cz_mt50, 1, 0, 0, 0, ;

} //endof pool

} //endof rkkapl_1czbn_2c_1p

rkkapl_1czbn_2c_2p=()
{
code[u] = 34;
params[v] = 0.7, 0.2, 1, 0;
level[v] = 1, 1, 0.3, 0;
side[*] = USSR;
ai[*] = USER;
str_sprite[s] = pl_infantry;
pool[s] = rkkap_1czbn;
max_squads[u] = 6;
name[s] = txt_op_rkkapl_1czbn_2c_2p;
mobility[*] = FOOT;
range[u] = 1;
eng_caps[f] = 0;
scout_caps[b] = false;
type[*] = UNI;
uid[u] = 34;
stand_cnt[u] = 4;

pool[sas]()
{
cz_com_inf_plat, 1, 27, 25, 1, ;
cz_squad_inf_43a, 4, 0, 0, 0, ;
cz_mt50, 1, 0, 0, 0, ;

} //endof pool

} //endof rkkapl_1czbn_2c_2p

rkkapl_1czbn_2c_3p=()
{
code[u] = 35;
params[v] = 0.7, 0.2, 1, 0;
level[v] = 1, 1, 0.3, 0;
side[*] = USSR;
ai[*] = USER;
str_sprite[s] = pl_infantry;
pool[s] = rkkap_1czbn;
max_squads[u] = 6;
name[s] = txt_op_rkkapl_1czbn_2c_3p;
mobility[*] = FOOT;
range[u] = 1;
eng_caps[f] = 0;
scout_caps[b] = false;
type[*] = UNI;
uid[u] = 35;
stand_cnt[u] = 4;

pool[sas]()
{
cz_com_inf_plat, 1, 0, 0, 0, ;
cz_squad_inf_43a, 4, 0, 0, 0, ;
cz_mt50, 1, 0, 0, 0, ;

} //endof pool

} //endof rkkapl_1czbn_2c_3p

rkkapl_1czbn_3c_1p=()
{
code[u] = 49;
params[v] = 0.7, 0.2, 1, 0;
level[v] = 1, 1, 0.5, 0;
side[*] = USSR;
ai[*] = USER;
str_sprite[s] = pl_infantry;
pool[s] = rkkap_1czbn;
max_squads[u] = 7;
name[s] = txt_op_rkkapl_1czbn_3c_1p;
mobility[*] = FOOT;
range[u] = 1;
eng_caps[f] = 0;
scout_caps[b] = false;
type[*] = UNI;
uid[u] = 49;
stand_cnt[u] = 4;

pool[sas]()
{
cz_com_inf_coy, 1, 105, 54, 1, ;
cz_com_inf_plat, 1, 0, 0, 0, ;
cz_squad_inf_43a, 4, 0, 0, 0, ;
cz_mt50, 1, 0, 0, 0, ;

} //endof pool

} //endof rkkapl_1czbn_3c_1p

rkkapl_1czbn_3c_2p=()
{
code[u] = 50;
params[v] = 0.7, 0.2, 1, 0;
level[v] = 1, 1, 0.3, 0;
side[*] = USSR;
ai[*] = USER;
str_sprite[s] = pl_infantry;
pool[s] = rkkap_1czbn;
max_squads[u] = 6;
name[s] = txt_op_rkkapl_1czbn_3c_2p;
mobility[*] = FOOT;
range[u] = 1;
eng_caps[f] = 0;
scout_caps[b] = false;
type[*] = UNI;
uid[u] = 50;
stand_cnt[u] = 4;

pool[sas]()
{
cz_com_inf_plat, 1, 0, 0, 0, ;
cz_squad_inf_43a, 4, 0, 0, 0, ;
cz_mt50, 1, 0, 0, 0, ;

} //endof pool

} //endof rkkapl_1czbn_3c_2p

rkkapl_1czbn_3c_3p=()
{
code[u] = 51;
params[v] = 0.7, 0.2, 1, 0;
level[v] = 1, 1, 0.3, 0;
side[*] = USSR;
ai[*] = USER;
str_sprite[s] = pl_infantry;
pool[s] = rkkap_1czbn;
max_squads[u] = 6;
name[s] = txt_op_rkkapl_1czbn_3c_3p;
mobility[*] = FOOT;
range[u] = 1;
eng_caps[f] = 0;
scout_caps[b] = false;
type[*] = UNI;
uid[u] = 51;
stand_cnt[u] = 4;

pool[sas]()
{
cz_com_inf_plat, 1, 0, 0, 0, ;
cz_squad_inf_43a, 4, 0, 0, 0, ;
cz_mt50, 1, 0, 0, 0, ;

} //endof pool

} //endof rkkapl_1czbn_3c_3p

rkkapl_1czbn_atc_atgp=()
{
code[u] = 65;
params[v] = 0.7, 0.2, 1, 0;
level[v] = 1, 1, 0.5, 0;
side[*] = USSR;
ai[*] = USER;
str_sprite[s] = pl_atguns;
pool[s] = rkkap_1czbn;
max_squads[u] = 5;
name[s] = txt_op_rkkapl_1czbn_atc_atgp;
mobility[*] = HORS;
range[u] = 1;
eng_caps[f] = 0;
scout_caps[b] = false;
type[*] = SUP;
uid[u] = 65;
stand_cnt[u] = 4;

pool[sas]()
{
cz_com_inf_coy, 1, 33, 11, 67108865, ;
cz_com_art_bat, 1, 0, 0, 0, ;
cz_53k, 2, 0, 0, 0, ;

} //endof pool

} //endof rkkapl_1czbn_atc_atgp


Title: Re: Will there be modding support in the future?
Post by: Santini on December 16, 2013, 12:00:42 PM
Which line sets the reserve turns for a platoon?


Title: Re: Will there be modding support in the future?
Post by: Flashburn on December 16, 2013, 12:00:52 PM
Sigh.

This is exactly what I am talking about :-(

Something like changing the reserve turns timer for a platoon should be as simple as opening the editor, opening the operation, right clicking on the unit and punching in a number or two, then saving

:-/


YES indeed.  :D  It MIGHT work.  But trying to start at square 1 not square 4.  :D


Title: Re: Will there be modding support in the future?
Post by: Flashburn on December 16, 2013, 12:02:15 PM
Which line sets the reserve turns for a platoon?

beating me to the punch.  Not that file.  that is the MOST important IMO file.  Now I have to find one.  LOL  give me a 45 seconds lOL


Title: Re: Will there be modding support in the future?
Post by: Flashburn on December 16, 2013, 12:05:49 PM
Ok had to go WAY back to sabow for one not in an ODS that was handy but still the same way it is now in GTOS. 


Code:
/GRAVITECH2 operation build system ver.1.0
i_campgen:campgen=()
{
//chapter name
chap_id[s] = Crescent_Moon_V1.3_ENG;
//path to area files
polygon[s] =  polygons\H_Helmand\H_Helmand.cfgpack;
//area size
camp_area[a] = 1, 2, 6, 4;
//Player side: USSR, IRA, IRAN, IRAQ, SAR, ANG
user_side[*] = IRAN;
//Enemy side: USSR, IRA, IRAN, IRAQ, SAR, ANG
enemy_side[*] = IRAQ;
//starting date 0xYYYYMMDD
date_beg[u] = 0x19820101;
//starting time 0x××ÌÌ
time_beg[u] = 0x0400;
//number of turns
turns[u] = 20;

//hours per turn
hours_per_turn[u] = 2;
//unit data base
div_units_base[s] = tabs\div_units_misc.cfgpack;
//markers on vehicles
markers[s] = tabs\markers_01.cfgpack;
//player's and enemy's winning points (start)
score_bonus[a] = 0, 50;
//calculating score (weights): empty area, active platoon, key points (multiplier), encircling (multiplier)
score_wei_base[v] = 0.0, 0.0, 2.0, 0.5;
//calculating score (add.): winning battle (multiplier), for active unused reinforcements, seizure of a key point, active enemy platoons
score_wei_ext_01[v] = 1.0, 40.0, 5.0, 0.0;
//calculating score (add.): lost men, enemies killed, lost vehicles, enemy vehicles destroyed
score_wei_ext_02[v] =  -0.1, 0.1, -0.5, 0.5;

}// end of i_campgen:campgen

the one with turns.  :D


Title: Re: Will there be modding support in the future?
Post by: Flashburn on December 16, 2013, 12:07:44 PM
WELL thats SOME back ground.  Now i try and make myself remember.  I will unpack campaign and see what happens when that line is changed.  Because I don't remember right now.  LOL.   


Title: Re: Will there be modding support in the future?
Post by: Santini on December 16, 2013, 12:08:08 PM
Not that one... I know that one :-(

The one that locks a platoon for so many turns


Title: Re: Will there be modding support in the future?
Post by: Santini on December 16, 2013, 12:08:57 PM
WELL thats SOME back ground.  Now i try and make myself remember.  I will unpack campaign and see what happens when that line is changed.  Because I don't remember right now.  LOL.   

At very least, from recollection, changing that line will change the number of turns displayed on the campaign selection menu


Title: Re: Will there be modding support in the future?
Post by: Flashburn on December 16, 2013, 12:10:02 PM
LOCKs?  Do not understand.  =(

BTW path to the campaign is something like....

E:\Achtung Panzer Operation Star x2\data\k43t\ma_shilovo42\shared\camps\1942_07_voronezh  Well that is mine. :D 

Use unpack on it. 


Title: Re: Will there be modding support in the future?
Post by: Flashburn on December 16, 2013, 12:15:56 PM
Then you need to use (BTW I am doing this too)......  cfg2pd on desc.loc_def.config of the unpacked campaign.  This will make it human readable. 


and you get some big arse file like this... the first part should look familiar. 

Code:
//Cfgp2Pd auto converter

i_campgen:campgen=()
{
chap_id[s] = 1942_07_Voronezh;
polygon[s] = polygons\5S_Shilovo\5S_Shilovo.cfgpack;
camp_area[a] = 2, 2, 6, 5;
user_side[*] = GER;
enemy_side[*] = USSR;
date_beg[u] = 0x19420704;
time_beg[u] = 4096;
turns[u] = 13;
hours_per_turn[u] = 4;
div_units_base[s] = tabs\div_units.cfgpack;
markers[s] = tabs\markers_01.cfgpack;
op_id[s] = 04_06_07_Shilovo_GER;
loading[s] = images\loading_sh42.tga;
score_bonus[a] = 0, 0, 0, 0;
score_wei_base[v] = 0, 0, 2, 0.3;
score_wei_ext_01[v] = 1, 1, 5, 0;
score_wei_ext_02[v] = 0, 0, 0, 0;
camp_params[v] = 1, 1, 0, 0;

} //endof i_campgen:campgen

reserves=()
{

p_wer_24tr=()
{
code[u] = 36;
name[s] = txt_op_werp_24tr;
sold_fams[s] = txt_sn_ger_fams;
sold_names[s] = txt_sn_ger_nams;
marks_name[s] = wer_marks_24pz;
div_sprite[s] = divh_reg;
camo[s] = ;
ai[u] = 0;
side[u] = 0;
rgk[b] = false;

pool[savvs]()
{
wer_pz2c, 3, 0, 0, 0, 0.5, 0.5, 1, 0, 1, 1, 0.5, 0, ;
wer_pz2f, 3, 0, 0, 0, 0.5, 0.5, 1, 0, 1, 1, 0.5, 0, ;
wer_corr_art, 1, 0, 0, 0, 0.5, 0.5, 1, 0, 1, 1, 0.5, 0, wer_artsup_sk18_plat;

} //endof pool

} //endof p_wer_24tr

p_wer_26ir=()
{
code[u] = 38;
name[s] = txt_op_werp_26ir;
sold_fams[s] = txt_sn_ger_fams;
sold_names[s] = txt_sn_ger_nams;
marks_name[s] = wer_marks_24pz;
div_sprite[s] = divh_reg;
camo[s] = ;
ai[u] = 0;
side[u] = 0;
rgk[b] = false;

pool[savvs]()
{
wer_corr_art, 1, 0, 0, 0, 0.5, 0.5, 1, 0, 1, 1, 0.5, 0, wer_artsup_mrs18_plat;
wer_corr_art, 1, 0, 0, 0, 0.5, 0.5, 1, 0, 1, 1, 0.5, 0, wer_artsup_swg41_plat;
wer_corr_art, 2, 0, 0, 0, 0.5, 0.5, 1, 0, 1, 1, 0.5, 0, wer_artsup_lefh_plat;
wer_pak38, 6, 0, 0, 0, 0.5, 0.5, 1, 0, 1, 1, 0.5, 0, ;
wer_sdkfz251c_2, 4, 0, 0, 0, 0.5, 0.5, 1, 0, 1, 1, 0.5, 0, ;
wer_mg42, 6, 0, 0, 0, 0.5, 0.5, 1, 0, 1, 1, 0.5, 0, ;
wer_grw34, 2, 0, 0, 0, 0.5, 0.5, 1, 0, 1, 1, 0.5, 0, ;
wer_squad_atr, 2, 0, 0, 0, 0.5, 0.5, 1, 0, 1, 1, 0.5, 0, ;
wer_corr_air, 2, 0, 0, 0, 0.5, 0.5, 1, 0, 1, 1, 0.5, 0, wer_airsup_ju87_plat;

} //endof pool

} //endof p_wer_26ir

p_wer_21ir=()
{
code[u] = 33;
name[s] = txt_op_werp_21ir;
sold_fams[s] = txt_sn_ger_fams;
sold_names[s] = txt_sn_ger_nams;
marks_name[s] = wer_marks_24pz;
div_sprite[s] = divh_reg;
camo[s] = ;
ai[u] = 0;
side[u] = 0;
rgk[b] = false;

pool[savvs]()
{
wer_corr_art, 1, 0, 0, 0, 0.5, 0.5, 1, 0, 1, 1, 0.5, 0, wer_artsup_swg41_plat;
wer_pak38, 3, 0, 0, 0, 0.5, 0.5, 1, 0, 1, 1, 0.5, 0, ;
wer_mg42, 6, 0, 0, 0, 0.5, 0.5, 1, 0, 1, 1, 0.5, 0, ;
wer_grw34, 6, 0, 0, 0, 0.5, 0.5, 1, 0, 1, 1, 0.5, 0, ;
wer_squad_atr, 1, 0, 0, 0, 0.5, 0.5, 1, 0, 1, 1, 0.5, 0, ;
wer_corr_air, 2, 0, 0, 0, 0.5, 0.5, 1, 0, 1, 1, 0.5, 0, wer_airsup_ju87_plat;

} //endof pool

} //endof p_wer_21ir

p_rkka_110tbr=()
{
code[u] = 16;
name[s] = txt_op_rkkap_110tbr;
sold_fams[s] = txt_sn_ussr_fams;
sold_names[s] = txt_sn_ussr_nams;
marks_name[s] = rkka_marks_01;
div_sprite[s] = divh_bde;
camo[s] = ;
ai[u] = 0;
side[u] = 0;
rgk[b] = false;

pool[savvs]()
{
rkka_com_mr_plat, 2, 0, 0, 0, 0.5, 0.7, 1, 0.5, 1, 1, 0.5, 0, ;
rkka_squad_mrifles_42m, 6, 0, 0, 0, 0.5, 0.5, 1, 0.5, 1, 1, 0.5, 0, ;
rkka_squad_scoutm_43a, 2, 0, 0, 0, 0.5, 0.7, 1, 0.5, 1, 1, 0.5, 0, ;

} //endof pool

} //endof p_rkka_110tbr

p_rkka_180tbr=()
{
code[u] = 128;
name[s] = txt_op_rkkap_180tbr;
sold_fams[s] = txt_sn_ussr_fams;
sold_names[s] = txt_sn_ussr_nams;
marks_name[s] = rkka_marks_01;
div_sprite[s] = divh_bde;
camo[s] = ;
ai[u] = 0;
side[u] = 0;
rgk[b] = false;

pool[savvs]()


Title: Re: Will there be modding support in the future?
Post by: Santini on December 16, 2013, 12:19:04 PM
Okay, so you know how in a campaign you have some units that are locked into reserve status for so many turns?

And how for the human player that seems to always include all of your sides armor?

Changing that


Title: Re: Will there be modding support in the future?
Post by: Flashburn on December 16, 2013, 12:24:59 PM
Ya.... that is why I said better to take the WHOLE div pool file and rebuild the bugger.

See the scripts file?  In the unpacked deal?  The editor writes all that in there.  No human can understand it.  Well no normal human.  :D

There is PROBABLY a way to get it to open in editor.  If memory serves I got some borked mess to open by doing alot of hack and slash in the configs.  As far as i know this is really not possible in any easy way.  BUT rebuilding the campaign once the 3 files it needs are set is actually pretty fast.  The editor itself is quite easy to navigate.  Its getting there that has ALWAYS been the issue. 


Title: Re: Will there be modding support in the future?
Post by: Flashburn on December 16, 2013, 12:28:27 PM
OH but a way around that....  change the unit info from an earlier or later unit.  That works as an edit.  Again.  I dropped all this stuff as its actually faster and more interesting to just take the build divpool file and make a new campaign. 


Title: Re: Will there be modding support in the future?
Post by: Flashburn on December 16, 2013, 12:31:06 PM
BTW in that unpacked desc file... I suspect this MIGHT be what does that. 

I really DONT know.


Code:
plat_pos[aa]()
{
4353, 0, 4, 89, 6, 0, 0, 0;
4354, 0, 6, 133, 8, 0, 0, 0;
4355, 0, 4, 91, 6, 0, 0, 0;
4356, 0, 4, 90, 6, 0, 0, 0;
4369, 0, 5, 112, 8, 0, 0, 0;
4370, 0, 5, 111, 7, 0, 0, 0;
4371, 0, 5, 110, 6, 0, 0, 0;
4385, 1, 7, 157, 6, 0, 0, 0;
4386, 1, 7, 158, 7, 0, 0, 0;
4387, 1, 7, 159, 8, 0, 0, 0;
4400, 0, 7, 155, 8, 0, 0, 0;
8961, 1, 1, 32, 1, 0, 0, 0;
8977, 0, 2, 48, 6, 0, 0, 0;
8978, 0, 2, 49, 6, 0, 0, 0;
8979, 0, 2, 50, 6, 0, 0, 0;
8993, 0, 3, 68, 6, 0, 0, 0;
8994, 0, 3, 70, 6, 0, 0, 0;
8995, 0, 3, 69, 6, 0, 0, 0;
9009, 1, 2, 51, 1, 0, 0, 0;
9010, 1, 1, 31, 1, 0, 0, 0;
9011, 1, 2, 193, 1, 0, 0, 0;
9025, 3, 1, 35, 1, 0, 0, 0;
9026, 1, 1, 192, 1, 0, 0, 0;
9027, 3, 1, 194, 1, 0, 0, 0;
9028, 3, 1, 36, 1, 0, 0, 0;
8963, 0, 6, 132, 6, 0, 0, 0;
9473, 1, 4, 189, 1, 0, 0, 0;
9489, 3, 2, 57, 1, 0, 0, 0;
9490, 2, 3, 201, 1, 0, 0, 0;
9491, 2, 3, 73, 1, 0, 0, 0;
9505, 2, 4, 93, 1, 0, 0, 0;
9506, 2, 4, 191, 1, 0, 0, 0;
9507, 2, 4, 190, 1, 0, 0, 0;
9521, 1, 4, 230, 1, 0, 0, 0;
9522, 1, 4, 188, 1, 0, 0, 0;
9523, 1, 4, 92, 1, 0, 0, 0;
9537, 1, 3, 200, 1, 0, 0, 0;
9538, 1, 3, 71, 1, 0, 0, 0;
9539, 1, 3, 72, 1, 0, 0, 0;
9540, 2, 4, 231, 1, 0, 0, 0;
9729, 1, 6, 136, 1, 0, 0, 0;
9809, 1, 6, 212, 1, 0, 0, 0;
9810, 1, 6, 135, 1, 0, 0, 0;
9811, 1, 6, 185, 1, 0, 0, 0;
9825, 3, 4, 204, 1, 0, 0, 0;
9826, 3, 4, 203, 1, 0, 0, 0;
9827, 3, 4, 94, 1, 0, 0, 0;
9841, 2, 5, 187, 1, 0, 0, 0;
9842, 2, 5, 116, 1, 0, 0, 0;
9843, 2, 5, 186, 1, 0, 0, 0;
9857, 1, 5, 113, 1, 0, 0, 0;
9858, 1, 5, 184, 1, 0, 0, 0;
9859, 1, 5, 114, 1, 0, 0, 0;
9860, 1, 5, 115, 1, 0, 0, 0;
9475, 0, 6, 134, 11, 0, 0, 0;
20737, 6, 1, 39, 1, 0, 0, 0;
20752, 6, 1, 41, 1, 0, 0, 0;
20768, 6, 1, 40, 1, 0, 0, 0;
21024, 5, 1, 224, 1, 0, 0, 0;
20864, 6, 7, 172, 11, 0, 0, 0;
20848, 7, 0, 21, 6, 0, 0, 0;
20832, 6, 7, 174, 11, 0, 0, 0;
16385, 2, 2, 55, 1, 0, 0, 0;
16657, 2, 1, 33, 1, 0, 0, 0;
16658, 2, 2, 54, 1, 0, 0, 0;
16659, 4, 3, 78, 1, 0, 0, 0;
16673, 2, 1, 34, 1, 0, 0, 0;
16674, 4, 3, 205, 1, 0, 0, 0;
16675, 2, 1, 225, 1, 0, 0, 0;
16688, 4, 3, 77, 1, 0, 0, 0;
16704, 5, 3, 206, 1, 0, 0, 0;
16720, 6, 2, 226, 1, 0, 0, 0;
16897, 6, 2, 220, 1, 0, 0, 0;
16961, 2, 2, 53, 1, 0, 0, 0;
16962, 2, 2, 56, 1, 0, 0, 0;
16977, 5, 1, 198, 1, 0, 0, 0;
16978, 5, 2, 222, 1, 0, 0, 0;
16979, 5, 1, 38, 1, 0, 0, 0;
16993, 4, 4, 183, 1, 0, 0, 0;
16994, 4, 4, 95, 1, 0, 0, 0;
16995, 5, 4, 98, 1, 0, 0, 0;
17008, 5, 2, 199, 1, 0, 0, 0;
17024, 5, 4, 99, 1, 0, 0, 0;
17040, 5, 3, 79, 1, 0, 0, 0;
17153, 8, 2, 64, 1, 0, 0, 0;
17265, 8, 4, 106, 1, 0, 0, 0;
17266, 8, 4, 105, 1, 0, 0, 0;
17267, 8, 3, 84, 1, 0, 0, 0;
17281, 8, 3, 85, 1, 0, 0, 0;
17282, 8, 2, 63, 1, 0, 0, 0;
17283, 8, 1, 43, 1, 0, 0, 0;
17297, 6, 3, 81, 1, 0, 0, 0;
17298, 7, 3, 83, 1, 0, 0, 0;
17299, 6, 3, 82, 1, 0, 0, 0;
17168, 9, 2, 65, 5, 0, 0, 0;
17184, 9, 2, 66, 5, 0, 0, 0;
17200, 9, 2, 67, 5, 0, 0, 0;
17409, 9, 3, 86, 5, 0, 0, 0;
17425, 9, 3, 88, 5, 0, 0, 0;
17426, 9, 3, 87, 5, 0, 0, 0;
17427, 9, 4, 108, 5, 0, 0, 0;
17441, 9, 1, 46, 5, 0, 0, 0;
17442, 9, 1, 45, 5, 0, 0, 0;
17443, 9, 1, 47, 5, 0, 0, 0;
17473, 9, 4, 109, 5, 0, 0, 0;
17474, 9, 4, 107, 5, 0, 0, 0;
17921, 7, 5, 125, 1, 0, 0, 0;
17937, 7, 7, 177, 8, 0, 0, 0;
17938, 7, 7, 175, 8, 0, 0, 0;
17939, 7, 7, 176, 8, 0, 0, 0;
17953, 7, 6, 217, 1, 0, 0, 0;
17954, 7, 6, 147, 1, 0, 0, 0;
17955, 7, 5, 124, 1, 0, 0, 0;
17969, 6, 6, 146, 1, 0, 0, 0;
17970, 6, 6, 145, 1, 0, 0, 0;
17971, 5, 6, 143, 1, 0, 0, 0;
21264, 5, 2, 60, 1, 0, 0, 0;
21280, 5, 4, 101, 1, 0, 0, 0;
21296, 6, 2, 61, 1, 0, 0, 0;
17155, 6, 4, 102, 1, 0, 0, 0;
17156, 7, 5, 126, 1, 0, 0, 0;

} //endof plat_pos


Title: Re: Will there be modding support in the future?
Post by: Santini on December 16, 2013, 12:32:11 PM
Okay.

Santini signing out, too drunk to continue

Thanks for the time, unfortunately my opinion stands unchanged... a one stop shop editor is badly needed for the modding community to have a chance to take off


Title: Re: Will there be modding support in the future?
Post by: Flashburn on December 16, 2013, 01:26:53 PM
Well one last thing on this thread. 

If anyone does want to take the divpool file from any existing campaign and plug it into the editor...

With the now ODS being required getting the LONG divpool file to the editor is a bit of a pain.  you can copy over the file line by line to the ods.  OR just take the sample ods and stick it as a place holder.  What these spread sheets do is make it easier for you to make the files for the campaign.  There is a utility in the game that reads them and turns them into the needed config.  then converts to game readable. 

in the folder structure for the campaign (more info in the editor docs) it goes....

campaign name <
folder Briefs (briefings)
folder SRC (source I think)


The SRC gets the 3 files that are needed by the editor.  IN the docs again on WHAT to do when starting a new campaign.

in the SRC folder the 3 ODS get set to a template when you first start the editor.  THey are the example ODS's.  You need to change them to actually make anything.

The one with whatever you called the campaign tells time of day/number of turns.  SET this up in ODS.  That is fill out the template.

Then there is the one with text.  That is local names of units and places you can add in the editor.  You can fix it up right later.  BUT this also tells you what the unit is called in here.  you dont set up at least the unit name you get ??? in editor.  If importing this info from a campaign just copy paste all that into the ODS. 

Then you have the DIVPOOL file.  FOr all the campaigns in GTOS its freaken HUGE.  Copy pasting into the ODS will take along time. 

You can to save time and IF using a div pool file from existing campaign by just leaving the default template. 

Run the make NAME _project windows command.  This will take the 3 files and make the config for the editor.  Now just copy paste the extracted divpool file from campaign and over write the one that just got output from the ODS file.  In the whatever CAMPAIGN name. 

Then open up the editor and if you did all that the entire force structure of the extracted campaign is now in the editor and ready to be place for massive destruction.  THe editor itself take little time to really figure out.  Remember in GTOS the ai commanders really make the calls.  The editor just gives them general orders to follow and when to activate. The rest is in the ai's hands.


FYI... this IMO is the BEST way to learn to make a campaign.  Once you have that down....THEN start modifying the divpool file add or subtract platoons.  Then just make your own.   But read the docs about that.  UID and some are in HEX numbers.  So you need to understand that.  But is only 2 lines.  The rest is cake. 





Title: Re: Will there be modding support in the future?
Post by: Santini on December 17, 2013, 04:18:47 AM
... what needs to be in the ods file?

Is there any way to totally unpack and load an existing scenario into the editor?


Title: Re: Will there be modding support in the future?
Post by: Flashburn on December 17, 2013, 09:13:32 AM
Probably... But I do not know it.   :-\


Title: Re: Will there be modding support in the future?
Post by: Santini on December 17, 2013, 01:35:56 PM
Okay

Well, I'm stuck pretty much at the beginning.

Do you feel like having mercy on a poor soul, and packing up a mostly empty operation for loading in the editor?


Title: Re: Will there be modding support in the future?
Post by: Flashburn on December 18, 2013, 01:41:35 AM
Oh of course.  Yes Ill pack up that mangled unbalanced redo campaign of mine.  Do you have solokovo DLC?


Title: Re: Will there be modding support in the future?
Post by: Flashburn on December 18, 2013, 02:05:04 AM
I am packing up here.  But keep in mind its not DONE.  But should be enough to get an idea.  Probably start another post for others and such. 


Title: Re: Will there be modding support in the future?
Post by: Santini on December 18, 2013, 03:00:55 AM
Is Solokovo the one that is Russian only?

I do not, but will go buy it if that's what I need to start figuring out how to mod this game


Title: Re: Will there be modding support in the future?
Post by: Santini on December 18, 2013, 03:02:22 AM
There, purchased

And they say modding doesn't sell games!


Title: Re: Will there be modding support in the future?
Post by: Flashburn on December 18, 2013, 03:20:28 AM
Still getting it to a state that it should work.  I was sloppy and had unneeded files where they did not belong.  Makes sense to ME but would be WTF to anyone else.   :P


Title: Re: Will there be modding support in the future?
Post by: Flashburn on December 18, 2013, 03:26:13 AM
BTW what is the path to your install directory.  Ill set the windows cmd file for make campaign to that.  Since I did not stick the divpool file into the ODS and put that in by hand... well might cause a little confusion if/when you use the in editor convert command.  You need to use that one.  But it will stick in the template ODS and not the modded divpool I took from campaign.  If only I knew a way to import that file into ODS without copy pasting line by line.  That would take probably an hour to do so.  Easier to take the ready file and over write the out put from ODS.  Ill try and explain that one better...later. 


Title: Re: Will there be modding support in the future?
Post by: Santini on December 18, 2013, 03:29:56 AM
D:\Games\Achtung Panzer Operation Star


Title: Re: Will there be modding support in the future?
Post by: Flashburn on December 18, 2013, 03:30:49 AM
CRAP i screwed up the text file.  UGH.  Ill pack this up right now anyways.  Ill figure that dumb thing out later tonight.  IN game there are a lot of ?? for text.


Title: Re: Will there be modding support in the future?
Post by: Flashburn on December 18, 2013, 03:31:28 AM
D:\Games\Achtung Panzer Operation Star

Ok i write that in the win cmd file.  One less thing to worry about ;D


Title: Re: Will there be modding support in the future?
Post by: Santini on December 18, 2013, 03:38:57 AM
... why are you so awesome?

Thank's much sir. I think I've failed to clear the gate 3 or 4 times on this engine, heh

A good start point seems like a great way to really get started


Title: Re: Will there be modding support in the future?
Post by: Flashburn on December 18, 2013, 03:43:01 AM
I hope it gives a leg up.  should have this thing up in maybe 20 minutes.  I will repost this dumb thing again later once i figure WTF I did to have my text file.  Something probably really simple and dumb.  1/2 the text of unit names are missing right now.  I am guessing I forgot a ; somewhere


Title: Re: Will there be modding support in the future?
Post by: Flashburn on December 18, 2013, 03:58:32 AM
Oh I think I spotted my dumb issue with text.  I hope... we will find out :D


OH WOW.  LOL.  Ok will will call text on going.  I will fix it later like I 1st said.  the issue is in the ODS spread sheet.  Really silly small thing. 


Title: Re: Will there be modding support in the future?
Post by: Flashburn on December 18, 2013, 04:44:38 AM
https://www.mediafire.com/?2lzwxivnut7vzvw

Made a few real fast read me files for getting just this up to speed.  i likely forgot some important stuff.  It is a start however. 


Title: Re: Will there be modding support in the future?
Post by: Santini on December 18, 2013, 05:11:37 AM
https://www.mediafire.com/?2lzwxivnut7vzvw

Made a few real fast read me files for getting just this up to speed.  i likely forgot some important stuff.  It is a start however. 

No worries - this is literally the most modding support for this game in 2 years :-)


Title: Re: Will there be modding support in the future?
Post by: Flashburn on December 18, 2013, 05:47:25 AM
Oh I forgot..  to output from editor to the game just hit compile for whats included in there.  It will appear at the bottom of campaign screen with some mangled graphic I threw together that says redo.  :D

Although the campaign is not really done.  it is playable, but not remotely doing what i want it to do yet.   For my campaigns I usually set up my own tactical control areas (the flags).  right now I have nearly none in there as last thing I was doing was trying to get the basic flow to work right for what I was after.  Well i SHOULD say nudge the ai to do what I think it should do.   It usually has other sometimes better ideas.


Title: Re: Will there be modding support in the future?
Post by: Flashburn on December 18, 2013, 05:50:51 AM
ANd PLEASE post all questions or missing info so I can make it understandable for others.  Might as well right? 


Title: Re: Will there be modding support in the future?
Post by: Santini on December 23, 2013, 07:04:48 PM
Hey Andrey, could we in the future have a tool to turn existing campaigns into projects?