Home » MODDING HQ 1.13 » v1.13 Modding, Customising, Editing » v1.13 Modding, Customising, Editing » Various Questions (SOLVED. Wip, of course) ((Also, I've just been promoted to Corporal, YAY ))
Various Questions (SOLVED. Wip, of course)[message #365953] Sun, 17 March 2024 15:27 Go to next message
Marcus is currently offline Marcus

 
Messages:110
Registered:November 2014
Ok, setting the mines was easy. Now, next on the menu is coolness factor by sector, but:

A: Capturing the central SAM triggers a cutscene. Can I give for granted that SAM sites are numbered as Chitsina=1, Drassen=2 and Central=3?

B: I managed to move Omerta, but I find no way to move the starting location: Is it hard coded? No prob in this case, I'll edit my strategic map accordingly.

C: Is there a way to rise the number of soldiers in garrinsons apart from difficulty level/creature per sector/risen garrison percentage? Long story short: if I want 20 enemys in a sector, can I set it somehow?

D: In the data/interface folder there are numbered MINE images showing underground areas. They don't feel complete areas to me. Anyway, since I moved mines can I give for granted I need to edit those? Just thinking out loud.

E: I want to use Crepiti as guardians for special gear caches, but I don't want them to attack players positions. Would it be enough NOT to set a nest with a Crepitus Queen? Also, I'd need to edit the MINE images, right?

F: My strategic map is basically an island. Is it better to add generic water maps around the island? Would I need to set 32 soldiers, a radar map and an entrance point anyway? Thinking out loud again..

Thanks in advance.

[Updated on: Sun, 17 March 2024 18:58]

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Sergeant
Re: Various Questions[message #365955 is a reply to message #365953] Sun, 17 March 2024 17:20 Go to previous messageGo to next message
Kitty

 
Messages:473
Registered:October 2017
Location: Germany
At ease Corporal Marcus,



A: SAM see SamSites.xml

Quote from comment in there

samIndex 1, 2, 3 hardcoded for 'Meanwhile' scene and will trigger retaliatory enemy attack on sam site
So name doesn't realy matter, wherever your new SAM-sites are on your new map, the deciding factor for cutscenes is the index in SamSites.xml

B:

Starting Sector see modsettings.ini

A great source for research how things are done are other mods, i.e mods like TypeO or DSM/KSM do have different starting sectors, might be worth to take a look into their files for research

C:

In TableData/Army are relevant xml for that

army composition for percentage of what class and overall desired amount

and those compositions then are used in garrisonGroups.xml

for patrolGroups.xml, numbers are set there (but see comment about other relevant settings)

in ja2options.ini are also settings about max enmies at tactical and stratetic

and difficultySettings.xml plays in that as well, i.e. based on difficulty the percentage of initial garrison troops will differ, etc

also, for patrol movement, you have take MoVementCosts.xml into account as well

when you set waypoints in patrols.xml, check wether they actually can take this way in Movement.xml (is the area traversable at all, is it maybe any reachable from a certain direction, etc)

for populating underground levels (basements, etc), that's in initunderground.lua

D:

The Mine1-3 sti serve as stratetic map for underground levels of mines, when we entered a mine and revealed all sectors in there (have been there once), it will be shown if we look at it in stratetic map view (top level groundlevel, view can be switched at UI to level 1-3 of underground)

those sti basically only show outlines of the mines

so, if your underground of mines is not all default location (sector), you'd need to change those sti as well to match what we see with what is there

E:

I think the nest-sector is needed for the related quest to be functional

if they shouldn't come to cities, that's a setting in ja2options.ini, iirc

you could edit those caches into existing creature sectors (i.e., add a few crates with goodies in there with mapeditor)
and it's probably also possible to add more creature sectors, but as I understand, those are allways underground

not sure what happens when you just add creatures into map with mapeditor, maybe that would work, but since they are creatures they are allways hostile towards anyone (enemy, civilian, player), if they see some, they'll try to attack

a vague idea is maybe that you could create a new civ-group, only use creatures for that one and use the behaviour tags in civgroups.xml, but yeah, just an idea, never tried that

E:

In movementcost.xml, define the unreachable border sectors as such, that's probably the easiest way
no one can go there, so likely no placement needed, but better check existing unreachable border sectors in standard 1.13 first to see how it's done in there

[Updated on: Sun, 17 March 2024 17:26]




How to get: latest 1.13, 7609 and more | 7609 SCI (eng) | Compiling+SVN

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Master Sergeant
Re: Various Questions[message #365956 is a reply to message #365955] Sun, 17 March 2024 18:57 Go to previous messageGo to next message
Marcus is currently offline Marcus

 
Messages:110
Registered:November 2014
Hello there. Let's go with order:

A: Done!

B: There is nothing related to the starting sector in the modsetting ini. I downloaded DSM and could not run it, but I gave a look at the modsetting there and there is nothing about it. Long story short I decided to edit my strategic map and shift Omerta to its original place.

C: That sounds easy enough. I like the game xml structure  :d

D: Good.

E: You remember correctly: There is a line in the options file. City attacks are off by default.

F: In Vanilla data/maps there is a single sea map, P1. At this point I think that the thing is entirely driven by xml.

Once again thanks a ton! You are an enciclopedia!

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Sergeant
Re: Various Questions[message #365957 is a reply to message #365956] Sun, 17 March 2024 19:28 Go to previous messageGo to next message
LatZee is currently offline LatZee

 
Messages:187
Registered:December 2015
As for B, it's in Ja2_Options.INI

;----------------------------------------------------------------------------------------------------------------------- -------
; You can change the arrival sector of your first mercs. The defaults are X=9, Y=1 (for sector Omerta A9).
; Subsequent arrivals will occur as normal (whereever you set the arrival LZ on the map).
;
; Please note: If you set the arrival sector in enemy SAM-Site controlled area, it will automatically be moved to a safe
; airspace sector immediately after your initial arrival!!
;----------------------------------------------------------------------------------------------------------------------- -------

DEFAULT_ARRIVAL_SECTOR_X = 9
DEFAULT_ARRIVAL_SECTOR_Y = 1

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Staff Sergeant
Re: Various Questions[message #365958 is a reply to message #365957] Sun, 17 March 2024 20:04 Go to previous messageGo to next message
Marcus is currently offline Marcus

 
Messages:110
Registered:November 2014
Done and done, thanks!

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Sergeant
Re: Various Questions[message #365959 is a reply to message #365957] Sun, 17 March 2024 20:08 Go to previous messageGo to next message
Kitty

 
Messages:473
Registered:October 2017
Location: Germany
Ah, right, my bad

think I recalled  modsettings.ini because it has those settings, relevant to starting sector

[Gear Dropoff]
;if you tell a leaving merc to drop his gear in Omerta, this is where it'll end up
OMERTA_DROPOFF_X = 9
OMERTA_DROPOFF_Y = 1
OMERTA_DROPOFF_Z = 0
OMERTA_DROPOFF_GRIDNO = 4868
AIRPORT_DROPOFF_GRIDNO = 10433


[Omerta]
; initial arrival tile number in Omerta
INITIAL_MERC_ARRIVAL_LOCATION = 4870


If you change the sector, you still have to also change the drop off and arrival gridNo

[Updated on: Sun, 17 March 2024 20:12]




How to get: latest 1.13, 7609 and more | 7609 SCI (eng) | Compiling+SVN

I need more details. (Didi Hallervorden)

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Master Sergeant
Re: Various Questions[message #365960 is a reply to message #365959] Sun, 17 March 2024 20:19 Go to previous messageGo to next message
LatZee is currently offline LatZee

 
Messages:187
Registered:December 2015
Although for some reason, the relict of it is still in Ja2_Options.INI too cheeky

;----------------------------------------------------------------------------------------------------------------------- -------
; Set the grid number for the initial merc arrival location.
; The JA2 default grid number is 4870 (Sector A9 Omerta).
; THIS HAS BEEN MOVED TO Mod_Settings.ini! Please set it there!
;----------------------------------------------------------------------------------------------------------------------- -------

INITIAL_MERC_ARRIVAL_LOCATION = 4870

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Staff Sergeant
Re: Various Questions[message #365961 is a reply to message #365960] Sun, 17 March 2024 21:22 Go to previous message
Marcus is currently offline Marcus

 
Messages:110
Registered:November 2014
I edited the option file many times when playing and never noticed the starting location option.. You never stop learning I guess.

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Sergeant
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