Home » PLAYER'S HQ 1.13 » v1.13 General Gameplay Talk » 1.13 Map Editor Questions (quick changes to one sector needed.)
1.13 Map Editor Questions [message #340667] Wed, 22 April 2015 18:46 Go to next message
Redrust422 is currently offline Redrust422

 
Messages:14
Registered:December 2004
I haven't messed with the map editor since JA2:UB first came out so I had a few questions about a specific goal I have in mind.

Goals:


  • Backup the original/default A9 map for JA2 1.13 so that I can return it to default if needed.
  • Edit sector A9:Omerta to have no enemies and add in a weapon cache.
  • Save the newly edited map in a way that starting a new game in JA2 1.13 will use it.



First I went to the wiki manual for the map editor here http://ja2v113.pbworks.com/w/page/29099979/Map%20editor%20manual and saw that it is 4 years old. Is the business about creating the shortcuts to the map editor and the create radar maps still relevant? I was able to start the editor with mapeditor.exe and it started me in A9, but according to the manual that is just a debug version of the editor.

Anyway, I'm going to follow that manual and see if I can get it to work for myself. I'll post back here if I do so this post can be deleted if need be. If anyone has some helpful info, tips, or comments please post.

[Updated on: Wed, 22 April 2015 21:35]

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Re: 1.13 Map Editor Questions [message #340671 is a reply to message #340667] Wed, 22 April 2015 19:56 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
Messages:1533
Registered:January 2015
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I always start the Map Editor by double-clicking mapeditor.exe. I have had no problems with saved maps.

All maps need to have 32 enemies on-map.

To prevent the enemies being there by default you have to modify the ArmyComposition.xml and GarrisonGroups.xml located in ../Data-1.13/TableData/Army/

Putting a weapon cache there, or anywhere, isn't a problem.

When you save the map it automatically puts the map where the game will use it.

I always make the Radarmaps from within Mapeditor, and have had no problems.

[Updated on: Wed, 22 April 2015 20:00]

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Re: 1.13 Map Editor Questions [message #340675 is a reply to message #340671] Wed, 22 April 2015 20:28 Go to previous messageGo to next message
Redrust422 is currently offline Redrust422

 
Messages:14
Registered:December 2004
edmortimer wrote on Wed, 22 April 2015 12:56
I always start the Map Editor by double-clicking mapeditor.exe. I have had no problems with saved maps.

All maps need to have 32 enemies on-map.

To prevent the enemies being there by default you have to modify the ArmyComposition.xml and GarrisonGroups.xml located in ../Data-1.13/TableData/Army/

Putting a weapon cache there, or anywhere, isn't a problem.

When you save the map it automatically puts the map where the game will use it.

I always make the Radarmaps from within Mapeditor, and have had no problems.


Ahh, thanks. That helps a lot. I'll dive into the .xml's and see what I can do. I'll probably have questions since I've never touched an xml file in my life ;)

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Re: 1.13 Map Editor Questions [message #340678 is a reply to message #340675] Wed, 22 April 2015 21:34 Go to previous messageGo to next message
Redrust422 is currently offline Redrust422

 
Messages:14
Registered:December 2004
Ok, so I was able to drop in a crate with 7 MP's for testing. They were in-game when I tested. A couple of problems though. One, attachments added to the pistols in the editor have a random condition status %. I would like everything in the cache to be %100. Is there a way to edit the properties of these attachments within the editor? If not I can just have the attachments separate as a slightly annoying work-around.

Two, there are still enemies in the sector. The only change I could see is that they seemed to be 100% admins. Here is the code from armycomposition.xml

<COMPOSITION>
		<Index>10</Index>
		<Priority>0</Priority>
		<ElitePercentage>0</ElitePercentage>
		<TroopPercentage>0</TroopPercentage>
		<AdminPercentage>0</AdminPercentage>
		<DesiredPopulation>0</DesiredPopulation>
		<StartPopulation>0</StartPopulation>
	</COMPOSITION>


Index 10 is Omerta. I took a look at the garrisongroups.xml but found nothing that would really affect what I'm trying to do. I'll post the relevant code from there anyway.
<GARRISON>
		<Sector>A9</Sector>
		<Composition>10</Composition>
	</GARRISON>


On second thought let me try deleting that garrison group completely and maybe that will do it.

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Re: 1.13 Map Editor Questions [message #340679 is a reply to message #340678] Wed, 22 April 2015 21:40 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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You will have to put the attachments separate if you want to have them at 100%.

Yes, try deleting the entry completely.

The "Welcome Wagon" may be hard-coded . . . I don't know.

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Re: 1.13 Map Editor Questions [message #340681 is a reply to message #340679] Wed, 22 April 2015 22:03 Go to previous message
Redrust422 is currently offline Redrust422

 
Messages:14
Registered:December 2004
edmortimer wrote on Wed, 22 April 2015 14:40
You will have to put the attachments separate if you want to have them at 100%.

Yes, try deleting the entry completely.

The "Welcome Wagon" may be hard-coded . . . I don't know.


Deleting the garrison code did the trick, no enemies in A9. Also thanks for the info on the attachments and your help, much appreciated.

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