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Thread: Questions on modding.
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30-07-2012 #361
You have to create a corresponding file in resource\set\stuff\melee
By prevailing over all obstacles and distractions, one may unfailingly arrive at his chosen goal of destination. Cristoforo Colombo
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30-07-2012 #362Member Level 3
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I have, Resource/set/stuff/melee/kabar
hmm maybe I didn't port it correctly, could that be it?
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30-07-2012 #363
Wait a moment. The code you wrote in the previous post cannot be the code of the .def file.
This is what you should have (note this is an example based on my works):
Inside \resource\entity\inventory\-weapon\Knife_ita/knife_ita.def
Inside resource\set\stuff\melee/knife_itaCode:{game_entity (include "/properties/knife.ext") {Extension "knife_ita.mdl"} {extender "stuff" {item "knife_ita"} } }
(note you cannot create this kind of file, simply copy an existing one and open it with notepad and overwork it)
Code:{from "knife pattern" {entity "knife_ita"} {tag "knife sharp_edge hand"} {throw {spreading {radiusFunction 0.0 0 0.7 0.2 1.0 1.0 1.5 3.0 3.0 10.0 } } } }By prevailing over all obstacles and distractions, one may unfailingly arrive at his chosen goal of destination. Cristoforo Colombo
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31-07-2012 #364Member Level 3
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thanks mate, it works now though the it still says desc/stuff/kabar instead of kabar.
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01-08-2012 #365
This is due to the fact that you must now create a corresponding line of code inside the desc.lng localization file. You can extract this file from localization.pak file.
Then the overworked file could be placed inside your mod folder inside a new folder called "localization": in great lines you must have the mod folder and inside this folder you must have both localization and resource folder, and on this way following the folder tree structure.
I hope you can understand what I wrote because english is not my native language.By prevailing over all obstacles and distractions, one may unfailingly arrive at his chosen goal of destination. Cristoforo Colombo
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18-09-2012 #366Member
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I'm trying to create a new faction (Confederate States of America in WW2). I have the models finished, as well as custom speech (selection of units, cries in action, throwing a grenade, etc). I have the names and (in theory) the nationality (reb). However, when I go into the editor to test them, the custom voices do not show up/are not played when I select the unit. What am I missing/doing wrong?
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23-09-2012 #367Member
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Hi
I have a problem with resizing and repositioning model's parts.
Example: I managed to resize tank gun and repositioned it too but when tank shoots -> everything goes back to it's original place and size changes back to normal too.
What I'm doing wrong or is it even possible to resize parts permanently?
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30-09-2012 #368Member Level 4
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Did anyone ever get it working so planes attack other planes and units without triggers instead of flying in circles all the time?
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20-02-2013 #369Member Level 1
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1. Can someone tell me how to add soldiers to an already existing mortar and antitank squad, I want to add 1 Nco to a mortar team of 2 soldiers his job will be to carry binoculars. The antitank gun has 2 soldiers i want to add 3 more soldiers to it.
<vehicle>
<category>0</category>
<type>sgrw42</type>
<nation>4</nation>
<name>12cm GrW 42</name>
<value>20</value>
<rarity>1.1</rarity>
<startdate>
<year>1937</year>
<month>1</month>
</startdate>
<enddate>
<year>1945</year>
<month>5</month>
</enddate>
<description>
<![CDATA[12cm GrW 42
Type:
12cm Mortar
Crew:
2
]]>
</description>
<gunner>single/ger/heerschutze40_2-l1</gunner>
<commander>single/ger/tank_com-l3</commander> I understand that the 2 soldiers are here but what code
<platoonsize>4</platoonsize> do I need to add to this for the Nco?
</vehicle>Last edited by leonidas480bc; 20-02-2013 at 01:15.
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20-02-2013 #370
You would´ve to add a line saying
<nco>single/ger/nco-l1</nco>
but you would also have to rework the .def (or crew.ext) file for the mortar itself and I guess some other files. One of the team members were working on a similar thing for antitank cannons (and similar units) long time ago, but MoW doesnt like extra personell in these units, unless you rework other files as well (but since I havent tried it myself, I can´t give you any advice to which files you need to rework, nor how you should rework them).
~Zeke.
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