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How to set/move mines? (SOLVED)[message #365947]
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Sat, 16 March 2024 20:03
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Marcus |
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Messages:109
Registered:November 2014 |
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I see that the game handles mines icons automatically, they are not part of the strategic map image. How can I set them? I'm combing the tabledata/Maps .xmls, but I cannot find a definition there (do I have to put a mine foreman in a map?).
[Updated on: Sun, 17 March 2024 08:35] Report message to a moderator
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Sergeant
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Re: How to set/move mines?[message #365948 is a reply to message #365947]
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Sat, 16 March 2024 23:20
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Kitty |
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Messages:466
Registered:October 2017 Location: Germany |
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Marcus wrote on Sat, 16 March 2024 20:03I see that the game handles mines icons automatically, they are not part of the strategic map image. How can I set them? I'm combing the tabledata/Maps .xmls, but I cannot find a definition there (do I have to put a mine foreman in a map?).
That overlay symbol for mine sectors? That's Mine.sti in /Interface, but that one isn't unpacked
You'd have to extract the Interface.slf (part of original ja2, if installed with 1.13, that's in /Data)
I've used dragon-unpacker to extract the .slf, but there are probably other programms that can do that as well (just type "open .slf" in google and see what shows up and seems trustworthy enough)
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Prison symbol (bars) for Tixa and Factory symbol for Orta are set in cities.xml, the files themselves (the .sti-files) are also in the same Interface.slf
What the game does to find something (due to vfs) is, first look into UserProfile, then Data-1.13, then Data and then .slf
So it allways looks into those in that order (with default vfs.ini for 1.13) until it finds what's needed
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If you want to move the mine-sector itself, I'd start looking at initmines.lua in "Scripts"
[Updated on: Sat, 16 March 2024 23:27]
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I need more details. (Didi Hallervorden) Report message to a moderator
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Re: How to set/move mines?[message #365952 is a reply to message #365948]
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Sun, 17 March 2024 08:34
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Marcus |
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Messages:109
Registered:November 2014 |
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Ok.. In my opinion the original developers made some odd design choices, but I'm positive these aren't the hardest I'm going to tackle. Thanks for all the info!
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Sergeant
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