I'm having an issue with my custom templates

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Arreon
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Re: I'm having an issue with my custom templates

Post by Arreon »

I was also working on a structure mod (which failed), so I'll upload that too.
assignweapons.txt
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Re: I'm having an issue with my custom templates

Post by Arreon »

These two files were for the structures mod.
structureweapons.txt
structures.txt
The structures mod might be unbalanced (this is just a test mod).
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Re: I'm having an issue with my custom templates

Post by whippersnapper »

.

I'll also need to see the changes you made to names.txt.

Might take me a day or so to go through it all comparing.

Regards, whip :ninja:
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Re: I'm having an issue with my custom templates

Post by Arreon »

I can't find the names.txt file. I looked everywhere.

Do you know where it is?
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Re: I'm having an issue with my custom templates

Post by whippersnapper »

Arreon wrote:I can't find the names.txt file. I looked everywhere.

Do you know where it is?
Yup... I should add that bit to the tutorial wiki page I'm gonna do.

mp.wz > messages > strings > names.txt

Follow the very last new template entries which are for "Aivolution" and "GK" respectively and use the same protocol for your commenting - "//"

Seeing as this is critical to your mod working I'm gonna throw it back in your court and if you can't get it going then I'll come back and take a look see.

Modified tut from earlier including this info below...
whippersnapper wrote:
  • Weapon Internal ID's:

    Cannon Tech:

    Twin Assault Cannon == Cannon6TwinAslt
    Assault Cannon == Cannon5VulcanMk1
    VTOL Assault Cannon == Cannon5Vulcan-VTOL
    HPV Cannon == Cannon4AUTOMk1
    VTOL HPV Cannon == Cannon4AUTO-VTOL
    Heavy Cannon == Cannon375mmMk1
    Twin Heavy Cannon == Cannon400mmMk1
    Medium Cannon == Cannon2A-TMk1
    Light Cannon == Cannon1Mk1
    VTOL Cannon == Cannon1-VTOL

    Mortar Tech:

    Pepperpot == Mortar3ROTARYMk1
    Bombard == Mortar2Mk1
    Mortar == Mortar1Mk1
    Incendiary Mortar == Mortar-Incenediary

    Howitzer Tech:

    Ground Shaker == Howitzer150Mk1
    Howitzer == Howitzer105Mk1
    Hellstorm == Howitzer03-Rot
    Incendiary Howitzer == Howitzer-Incenediary

    Missile Tech:

    Scourge Missile == Missile-A-T
    VTOL Scourge Missile == Missile-VTOL-AT
    Angel Missile == Missile-MdArt
    Archangel Missile == Missile-HvyArt
    Avenger SAM == Missile-LtSAM
    Vindicator SAM == Missile-HvySAM

    Rocket Tech:

    Mini-Pod Rockets == Rocket-Pod
    VTOL Mini-Pod Rockets == Rocket-VTOL-Pod
    Mini-Rocket Artillery == Rocket-MRL
    VTOL Bunker Buster == Rocket-VTOL-BB

    Laser Tech:

    Plasma Cannon == Laser4-PlasmaCannon
    Flashlight == Laser3BEAMMk1
    Pulse Laser == Laser2PULSEMk1
    Heavy Laser == HeavyLaser
    VTOL Flashlight == Laser3BEAM-VTOL
    VTOL Pulse Laser == Laser2PULSE-VTOL
    VTOL Heavy Laser == HeavyLaser-VTOL

    Rail Tech:

    Gauss Cannon == RailGun3Mk1
    Rail Gun == RailGun2Mk1
    VTOL Rail Gun == RailGun2-VTOL
    Needle Gun == RailGun1Mk1
    VTOL Needle Gun == RailGun1-VTOL

    Flamer Tech:

    Plasmite Flamer == PlasmiteFlamer
    Inferno == Flame2
    Flamer == Flame1Mk1

    Machinegun Tech:

    Assault Gun == MG4ROTARYMk1
    VTOL Assault Gun == MG4ROTARY-VTOL
    Twin Assault Gun == MG5TWINROTARY
    Heavy Machinegun == MG3Mk1
    VTOL Heavy Machinegun == MG3-VTOL
    Twin Machinegun == MG2Mk1
    VTOL Twin Machinegun == MG2-VTOL
    Machinegun == MG1Mk1
    VTOL Machinegun == MG1-VTOL

    AA Tech:

    Whirlwind AA Turret == QuadRotAAGun
    Hurricane AA Turret == QuadMg1AAGun
    Cyclone Flak Turret == AAGun2Mk1
    Stormbringer AA Laser == AAGunLaser

    Medium Missile Tech:

    Lancer == Rocket-LtA-T
    VTOL Lancer == Rocket-VTOL-LtA-T
    Tank Killer == Rocket-HvyA-T
    VTOL Tank Killer == Rocket-VTOL-HvyA-T
    Bunker Buster == Rocket-BB
    Ripple Rockets == Rocket-IDF

    VTOL Tech:

    VTOL Plasmite Bombs == Bomb5-VTOL-Plasmite
    VTOL Thermite Bombs == Bomb4-VTOL-HvyINC
    VTOL Phosphor Bombs == Bomb3-VTOL-LtINC
    VTOL HEAP Bombs == Bomb2-VTOL-HvHE
    VTOL Cluster Bombs == Bomb1-VTOL-LtHE

    Command Turret Tech:

    Command Turret == Command Turret1
    Command Turret Mk2 == Command Turret2
    Command Turret Mk3 == Command Turret3
    Command Turret Mk4 == Command Turret4

    EMP Tech:

    EMP Cannon == EMP-Cannon
    EMP Mortar == MortarEMP
    EMP Missile Launcher == Bomb6-VTOL-EMP

    Special Tech:

    Nexus Link Turret == SpyTurret01
ADDED Today July 6, 2009: Instructs for names.txt file which can be found mp.wz > messages > strings > names.txt

Follow the very last new template entries which are for "Aivolution" and "GK" respectively and use the same protocol for your commenting - "//".

----------------->

New templates should be no longer than 20 characters in length and added after the last entry in Names.txt like so

// added by whipper on 5th July 09 - New SK Templates
SK-Panther-Hover-GCannon *SK-Panther-H-GCannon*

Translation: Panther Hover Gauss Cannon unit

// this is just a courtesy to others letting them know what your up to and to tell the game itself NOT to parse
* * anything enclosed with these will not be translated in the game, it's an internal reference to the new template. HOWEVER if
you create a brand new weap mod you wouldn't use these so that your new weap name would be displayed in-game.

You must also assign weapons to new AI templates.in assignWeapons.txt doc. The name comes first and must match EXACTLY the name you used in names.txt and templates.txt Next comes the weapon you wish to assign to the template,and you MUST use the Weapon Internal ID's for your weapon (as per the opening of this post)... Like for example:

SK-Panther-Hover-GCannon,RailGun3Mk1,6

The number at the end "6" corresponds to the group which has access to this template in the game.... the only group you would ever use in this case because it refers to the skirmish AI.... But for those interested in doing some fancy stuff here is the key to what other numbers would reference
  • 0 = Human Player
    1 = New Paradigm
    2 = Collective
    3 = NEXUS
    4 = Force Editor Vehicles
    5 = Multiplayer Vehicles
    6 = Skirmish AI
    7 = Scavengers
Hope this is of use in getting your new templates working in-game.
Regards, whip :ninja:
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Arreon
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Re: I'm having an issue with my custom templates

Post by Arreon »

Ok, Whipper, here's the names.txt file (with it's modifications). Type "Arreon" in the search function and you'll find my modifications.
names.txt
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Re: I'm having an issue with my custom templates

Post by whippersnapper »

.

K.... now you have to create a folder called skirmish, add your modified .slo & .vlo files to it (with your new templates)... then take the folder and
drop it into the multiplay folder of the arreonmod.wz file I assembled (download link provided below - can't attach files some quota limit - Go Daddy). If you've opened the multiplay folder you'll see the script folder - make sure you don't put it in there.. Your other modified files are already in "Stats" & "Messages" folders. (I of course tested the arreonmod.wz without your modified .slo & & .vlo and it didn't crash.... but without the modded skirmish files the changes wouldn't manifest..... but it's all ready for your skirmish files.)

Then take the arreonmod.wz file and drop into Warzone 2100\mods\multiplay folder...

Then just create the shortcut with this command line: "C:\Warzone 2100\warzone2100.exe" --mod_mp --arreonmod (or however you have installed
WZ 2100 in your directory structure.

Now your ready to see if your changes roll-out in a skirmish game. Good luck... Hope it works.

DOWNLOAD arreonmod.wz file here

Regards, whipper :)
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Re: I'm having an issue with my custom templates

Post by Arreon »

It still doesn't work.

The structures don't appear in the debug menu and the AI doesn't use the templates.

I can't upload the file either because of the quota problem.
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Re: I'm having an issue with my custom templates

Post by whippersnapper »

Arreon wrote:It still doesn't work.

The structures don't appear in the debug menu and the AI doesn't use the templates.

I can't upload the file either because of the quota problem.
Dang ! We'll, if you want, put the file up @ http://www.filedropper.com/ and I'll have a look to see if I can figure it out... I know how
frustrating and discouraging this can be.

Btw... which skirmish a.i. files did you modify ?

Your player .vlo files should have had your new entries along these lines:


Image



Regards, whip :)
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Re: I'm having an issue with my custom templates

Post by Arreon »

Thanks for the link, the file is here.

http://www.filedropper.com/templatesandstructures
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Re: I'm having an issue with my custom templates

Post by whippersnapper »

.

No wonder. Yikes. EXACT file structure is essential.... files were all over. Plus you had 2 of everything and like neither copy of names.txt had the new templates.... weird. No matter, that end is all fixed now.

Ok.... new struct templates are in-game now to the extent they are accessible in the Debug menu. A.I. is using some in the one game I tested (could be a coincidence though in that I can't really see where you changed the base struct templates in the .vlo). In going through the .slo scripts I see it's scripted to randomize a max of 4 struct templates. I'll have to study the scripting of this a.i. some more - I'm not familiar with these scripts at all - looks sorta like v.1.10 heavily re-worked but I'm not really sure. And I'll have to test more on different maps too.. It would also help if I had a copy of the .vlo file BEFORE and AFTER your changes. Maybe I'll just have to start fresh with my own copy of an an a.i. .vlo and make the changes myself.... though I'd prefer your before and after .vlo files

Actually, I think I have to go-over all the text doc changes too because I noted some anomalies.in game. Anyway, give me several days with it 'cause
I need to work on my "War School" mod-map project in my spare time as well 'cause that makes me happy. Don't mind helping out of course, otherwise I wouldn't have offered in the first place, but I just ask that you be patient. Sounds like you've gone through hell working on this anyway, so a break might be a good thing, eh ?. :)

Catch-up with you later in the week with this.

Regards, whip. :ninja:
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Re: I'm having an issue with my custom templates

Post by Arreon »

Ok, here's the file before I changed it (when you uploaded it to filedropper).

http://www.filedropper.com/arreonmod_1

And here's the file with the changes.

http://www.filedropper.com/templatesandstructures_1
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Re: I'm having an issue with my custom templates

Post by whippersnapper »

.

Thank you Arreon. I'll get back into it tonight after work. :) I'm thinking I might also try using your new templates in another a.i. as well.

Regards, whip :ninja:
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Re: I'm having an issue with my custom templates

Post by whippersnapper »

.

Ok.... had a chance to get to the heart of the issue with a clear head and here is my assessment in a nutshell.....

Looking at just the templates in .vlo and comparing them to the new templates in names.txt - the nomenclature is not consistent. That alone will prevent
the a.i. from using the new stuff. Now the question arises about consistency of nomenclature across all necessary .txt files which means reviewing the mod from the ground up or rather re-building it from the ground-up since trying to isolate any changes you made to the .txt files other than .names.txt is like looking for a needle in a haystack unless you used some sort of editor documenting feature like high-lighting the changes made. That being where it's at as I can see, the question from my point of view is do I want to rebuild the mod by just going off the suggested templates added to names.txt and then working from unmodified files for all the rest ? Hmmm... I'll have to think about that some before I can say, to be honest.

Regards, whip O_o

EDIT: A closer analysis of your suggested defensive structure templates ......well they already exist in all the unmodified .txt files as far as I can tell... so really what has to be done is just modify .vlo to include the templates that already exist but that the a.i. .vlo does not have listed so as to make it use them. What you wanna do is a lot simpler than making a new weap - body combo template for the a.i. to use which requires many more .txt files to be edited. In your proposal you don't really have to modify any of the .txt files !! Just use the existing templates and nomenclature for defensive structure-weaps in the .vlo That's how I'm understanding what you wanna do. If I am mistaken, please do correct me.

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Re: I'm having an issue with my custom templates

Post by Arreon »

whippersnapper wrote:.

EDIT: A closer analysis of your suggested defensive structure templates ......well they already exist in all the unmodified .txt files as far as I can tell...
.
.
I thought you meant "unmodified" as in the one you uploaded to filedropper. I didn't know you meant the original .txt files.

I added the "suggested defensive structure templates". They didn't exist before.
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