Home » MODDING HQ 1.13 » v1.13 Modding, Customising, Editing » v1.13 Modding, Customising, Editing » Enable Sectors like O14, J1, etc. & Function Militiamaps (Baby Steps Map Editing)
Enable Sectors like O14, J1, etc. & Function Militiamaps[message #357037] Sat, 23 March 2019 15:02 Go to previous message
Kitty

 
Messages:505
Registered:October 2017
Location: Germany
While experimenting with maps, I wonder how to activate the normally impassable sectors (e.g. J1, I1, O14, O15, etc.). As I have seen in mods like AR or Type P, one can make use of them. I was able to copy those maps and can make changes to them in map-editor. During my ingame test I can only travel there in tactial view, no fast travel possible. They are also greyed-out on my stratetic map.
I looked into AR and Type P files to see what is different. I came across movement-cost.xml and changed it, like in Ar and Type P shown. Loooking into the files, movement-costs.xml was the only one I can identify making changes to those maps. I changed the B_maps, but that didn't do it, did change nothing with the sectors I wanted to add.

So, question is, how do I make them accesible in stratetic view? I'm pretty suree I'm overlooking something, but can't find it. Is there a thread out there I've overlooked (I searched plenty).

Another thing I don't quite understand is militia maps.sti How do I set them up the right way? Simply copying a bmp out of my radarmaps.sti's and place them over a bitmap of cutout of surrounding sectors and putting it back into sti? Will that do the trick? It doesn't seem to work for me. I see positions (X/Y) in STIedit, but don't know how to provide the right ones or what they are refering to.

I looked into map-editor guide, the named mods files and searched the forum, but couldn't find a description on how to create working militiamaps.sti. So, it might rather be simple, but I can't find the way how to do it for myself.

Any advice or hin t for me? Thx.



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