jacobdouds Posted June 7, 2002 Share Posted June 7, 2002 Since a lot of people have being asking how to Mod, I suggest we make this.If a moderator could sticky it? Then remove this line.I would like everyone to add what they know in the clearist manner possible.And anyone to ask qeustions as well.Hopefully this will become quite comprehensive and large.Enjoy!! Quote Link to comment Share on other sites More sharing options...
jacobdouds Posted June 7, 2002 Author Share Posted June 7, 2002 Almost forgot, here are the files needed to do a basic Mod.Unzip them to your EmperorData folder, it will do the rest. Quote Link to comment Share on other sites More sharing options...
Frodo Posted June 7, 2002 Share Posted June 7, 2002 Turret Attaches - Make New OnesTo make new turret attaches you have to do a few things. Now say the reason you are making this new turret attach is that you want to make a new unit, just like the Sonic Tank, but with less damage. First, you must look for a unit's gun turret in the rules.txt file. For the Sonic Tank, it's turret attach is [ATSonicTankGun]. Now what you do is copy all of the data from that reference, and paste it below it. For the sake of example, let's say that this is for Harkonnen. Now rename it to another name, it can be any name, for example lets rename it to [HKPulseTankGun]. Now go up to the top of the rules file until you find the declaration section. It will state all of the new things that you make. You will need to add HKPulseTankGun to that section. Now in that reference it states a bullet. For the Sonic Tank it is Sound_B. What you want to do is rename that in the reference to anything that is different. Let's use Pulse_B as an example. Rename it to Pulse_B, then find the reference for Sound_B. Copy it, and paste it underneath it. Then rename it's title to Pulse_B. Then place this name in the declaration section. Under this reference, you will find a statement that says that the warhead is Sound_W. You can rename this to anything you want. For example, let's rename it to Pulse_W. Now find the reference for Sound_W in the rules.txt file. Copy all of the data, and paste it below it. Now you can change the damage amounts to all of the armour! Each one of the variables under that list the amount of damage the unit will give that type of armour. Now change the title of the reference to Pulse_W. Next, add it to the declaration section. Now in the ArtIni file there is a reference for the bullet you changed, Sound_B. Find it, then copy and paste it below it. Then rename it to Pulse_B(the name that you renaed it to) and you're done. Quote Link to comment Share on other sites More sharing options...
jacobdouds Posted June 7, 2002 Author Share Posted June 7, 2002 When this is big enough, I will compile it into one big tutorial and upload it to Dune EditingOkay.A small bit.Everything new you make, or everything you remove, must be stated it the Declaration Section.ctrl+f 'Decl'This includes everything in the game, and everything must be added here.Add the name of your Unit/Building/Turret/Bullet/WarHead to the corrosponding place in the list.Also, this is the order that they show in the game for units and buildings.ATScoutATInfantryIngame, they come up in this order, if you change it aroundATInfantryATScoutThen the light infantry will appear first on the build list. Quote Link to comment Share on other sites More sharing options...
vidiware Posted June 8, 2002 Share Posted June 8, 2002 If you have added a new unit and want it to have a string (so you can see the unitname in-game, if string is a new word :))Open the 'Text Strings.txt' in the 'Strings' folder, but NOT open it in NotePad, because notepad mess up the whole modding prosess.Open it in Word Pad or a other good editing program (be sure to save as txt format after you are finished!)Making WordPad default txt editor (Win95/98 Don't sure if NT,ME,2000 and maby... XP):----------------------------------------------------------------------You can open txt files for ever in Word Pad, if you click on the txt once. Then press Shif + RightMouse Button. You will then get up a dialog 'open with' (I think its so in English ( Quote Link to comment Share on other sites More sharing options...
Ghosty_Square Posted June 8, 2002 Share Posted June 8, 2002 You have already described the basics of modding. But there is more. There are some special functions you can assign to your unit, but each unit can have only one.Here are some and what they do:MCV = TRUE (a unit that can deploy into a Con. Yard)DeployInf = TRUE (if a unit has two guns, you can make it enable one gun and disable the other. )Saboteur = TRUE (you must also type Resource = [the explosion you want to produce when unit is deployed])Devastator = TRUE (same with saboteur)APC = TRUE (the unit can carry 5 infantry)AdvancedFremen = TRUE (type Resource = [unit you want the unit to become]. Wormride time at the top of the Rules.ini file defines how much time before the unit becomes again the originalThere are much more TRUE/FALSE statements and most of them aren't deployfunctions so a unit can have more than one. I 'll post again later about 'em. I also haven't posted about the projector, the inflitrator, the NIAB and other deployfunctions. Quote Link to comment Share on other sites More sharing options...
jacobdouds Posted June 8, 2002 Author Share Posted June 8, 2002 AdvSardaukar = true lets it hold two weapons. Quote Link to comment Share on other sites More sharing options...
Ghosty_Square Posted June 8, 2002 Share Posted June 8, 2002 Actually there are hundreds of TRUE/FALSE statements. Quote Link to comment Share on other sites More sharing options...
jacobdouds Posted June 8, 2002 Author Share Posted June 8, 2002 Yes, most everything is set with a TRUE/False status For some reason, true is often in capital.Most everything aside from stats like cost, speed, and build time are set by true false.( This is for the below post )ctrl+f 'new st' works well, or just new. Quote Link to comment Share on other sites More sharing options...
leech13 Posted June 8, 2002 Share Posted June 8, 2002 <| must be stated it the Declaration Section.ctrl+f 'Decl'This includes everything in the game, and everything must be added here.im not shure if you dont need to put it in both places but if you do ctr+f and typing in "impor" and it will come up as important and it will say all new units must be listed under here to preserve continuityalso: i assume that the strings . text is in the strings000001.rfh or .rdh which is uncompiled by dune ex2 from dune editing---also---rather important ones are the stealth and weapon disabled if deployed = true Quote Link to comment Share on other sites More sharing options...
Ghosty_Square Posted June 10, 2002 Share Posted June 10, 2002 There is no need for that Jacob, since you said you 're gonna compile it in a tutorial when it's over.I dun have time to post more now, I 'll do so as soon as I can. Quote Link to comment Share on other sites More sharing options...
vidiware Posted June 10, 2002 Share Posted June 10, 2002 How can u make a unit deploy into, and back?Can you give me an example? Quote Link to comment Share on other sites More sharing options...
jacobdouds Posted June 10, 2002 Author Share Posted June 10, 2002 You can generally make a unit deploy into, but back is a bit harder.Take the Fremen Fedaykin.It's resource = wormriderThis is in short, but, if you change it toresource = ATOrniIt deploys into that. Quote Link to comment Share on other sites More sharing options...
leech13 Posted June 10, 2002 Share Posted June 10, 2002 yesyou would have to make an exact duplicate of the thing you want (ie atorni_B) and add to that deploy = trueand resource = fremenadvfremen Quote Link to comment Share on other sites More sharing options...
vidiware Posted June 11, 2002 Share Posted June 11, 2002 OkayBut the sequense wherre feydakin calls a work, is wormrider sequense not switching sequensce? Quote Link to comment Share on other sites More sharing options...
jacobdouds Posted June 11, 2002 Author Share Posted June 11, 2002 yes, it is near the top, min/max wait until wormride starts, thats for the Wormrider.But, I was going to use a ORSabouter actually, it looks better for the job. Quote Link to comment Share on other sites More sharing options...
vidiware Posted June 30, 2002 Share Posted June 30, 2002 IS it possible to make a jump jet infantry?Is it just to say air=True??? Quote Link to comment Share on other sites More sharing options...
nemafakei Posted June 30, 2002 Share Posted June 30, 2002 Nope. XBF again. Quote Link to comment Share on other sites More sharing options...
vidiware Posted July 1, 2002 Share Posted July 1, 2002 I was going to make a Anti-Stealth Popup gun for my mod?Alphabeta40000 said that the UnStealth = x dont work, and me and cybord did test it and, it are not working (But how does the scout see stealth?)I need a UnStealth Tower, because im making one subhouse based on stealth and one on unstealthing units. Quote Link to comment Share on other sites More sharing options...
jacobdouds Posted July 1, 2002 Author Share Posted July 1, 2002 UnstealthRange = #From turrets Quote Link to comment Share on other sites More sharing options...
alphabeta4000 Posted July 1, 2002 Share Posted July 1, 2002 hello I see you are continuing the noble work of tutorials. Quote Link to comment Share on other sites More sharing options...
vidiware Posted July 1, 2002 Share Posted July 1, 2002 UnstealthRange = 3 range at which it reveals units. (doesn't seem to work though)Alphabetas work!And i totally agree Quote Link to comment Share on other sites More sharing options...
DjCiD Posted July 1, 2002 Share Posted July 1, 2002 may not be of help... but the Ix infiltrator (spelling?) is supposed to reveal all types of stealth units cant u see what lines it has... and try using those. I like idea of turret or ADP that can reveal steath Quote Link to comment Share on other sites More sharing options...
nemafakei Posted July 1, 2002 Share Posted July 1, 2002 Infiltrator reveals stealth because it does collateral damage. Damage causes revelation. That's all. A nuke reveals stealthed stuff. Quote Link to comment Share on other sites More sharing options...
jacobdouds Posted July 2, 2002 Author Share Posted July 2, 2002 UnstealthRange = 3 range at which it reveals units. (doesn't seem to work though)Alphabetas work!And i totally agreeAy? You did what now?Yes that does unstealth Units, turrets have it, and so do most units, but it isn't shown. Quote Link to comment Share on other sites More sharing options...
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