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
I was also working on a structure mod (which failed), so I'll upload that too.
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Arreon
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Re: I'm having an issue with my custom templates
These two files were for the structures mod.
The structures mod might be unbalanced (this is just a test mod).
The structures mod might be unbalanced (this is just a test mod).
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whippersnapper
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Re: I'm having an issue with my custom templates
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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
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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
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Arreon
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Re: I'm having an issue with my custom templates
I can't find the names.txt file. I looked everywhere.
Do you know where it is?
Do you know where it is?
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whippersnapper
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Re: I'm having an issue with my custom templates
Yup... I should add that bit to the tutorial wiki page I'm gonna do.Arreon wrote:I can't find the names.txt file. I looked everywhere.
Do you know where it is?
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...
Regards, whipwhippersnapper wrote:
ADDED Today July 6, 2009: Instructs for names.txt file which can be found mp.wz > messages > strings > names.txt
- 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
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
Hope this is of use in getting your new templates working in-game.
- 0 = Human Player
1 = New Paradigm
2 = Collective
3 = NEXUS
4 = Force Editor Vehicles
5 = Multiplayer Vehicles
6 = Skirmish AI
7 = Scavengers
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Arreon
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Re: I'm having an issue with my custom templates
Ok, Whipper, here's the names.txt file (with it's modifications). Type "Arreon" in the search function and you'll find my modifications.
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whippersnapper
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Re: I'm having an issue with my custom templates
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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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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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Arreon
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Re: I'm having an issue with my custom templates
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.
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.
OS: Windows 7 Home Premium 64-bit
Processor: AMD Phenom II X6 1045T (6 CPUs), ~2.7GHz
Memory: 8192MB RAM
Processor: AMD Phenom II X6 1045T (6 CPUs), ~2.7GHz
Memory: 8192MB RAM
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whippersnapper
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Re: I'm having an issue with my custom templates
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 howArreon 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.
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:

Regards, whip
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Arreon
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Re: I'm having an issue with my custom templates
OS: Windows 7 Home Premium 64-bit
Processor: AMD Phenom II X6 1045T (6 CPUs), ~2.7GHz
Memory: 8192MB RAM
Processor: AMD Phenom II X6 1045T (6 CPUs), ~2.7GHz
Memory: 8192MB RAM
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whippersnapper
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Re: I'm having an issue with my custom templates
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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.
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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.
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Arreon
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Re: I'm having an issue with my custom templates
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
http://www.filedropper.com/arreonmod_1
And here's the file with the changes.
http://www.filedropper.com/templatesandstructures_1
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whippersnapper
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Re: I'm having an issue with my custom templates
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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
Thank you Arreon. I'll get back into it tonight after work.
Regards, whip
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whippersnapper
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Re: I'm having an issue with my custom templates
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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
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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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
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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Arreon
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Re: I'm having an issue with my custom templates
I thought you meant "unmodified" as in the one you uploaded to filedropper. I didn't know you meant the original .txt files.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...
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I added the "suggested defensive structure templates". They didn't exist before.
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Processor: AMD Phenom II X6 1045T (6 CPUs), ~2.7GHz
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Processor: AMD Phenom II X6 1045T (6 CPUs), ~2.7GHz
Memory: 8192MB RAM