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Posted

I am "trying" to make mods. I've been experimenting ??? with DuneEx2. I've got a Model folder in the DATA folder containing my versions of the Art.txt and Rules.txt files. Yet, whenever I start the game it freezes up right after it says "Contacting Field Operatives."  :-[

What the hell?

 

Posted

;)Thanx, but it seems to happen everytime I try to Open or Add a new unit. I can still edit existing units and that leads me to believe that I either did something wrong, or didn't do something I should have in Art.txt or Rules.txt. Did I type something in the wrong place, or do these units need a property I didn' give them, or do I need to erase something.....? :-[

Posted

For every uinit, you need a valid artini reference, stating the xbf model they use (and preferably the icons they use as well). If in doubt, copy and paste the trike's entry (it's pretty generic, as is the model) - changing the unit name, like [ATTrike] to the same as in the rules.txt.

Failing that, check what you've done to the rules file - it may contain something the game considers illegal.

Posted

Well, before I was able to give that a try I erased the new folders i had made, and now the normal game wont start. It freezes up at "Contacting Field Operatives" just like it did before for the edit. What did I do wrong?

Posted

ok.... I figured it'djust be better to start from scratch. I reinstalled E:BFD and am now going to begin again. Is there anything a newbie like me wouldnt know, like: Is there a limit to the number of units each building and Subhouse can build? How can I correctly add my own Icons?

Thanx

Posted

Ok, i tried copying the trike just as you suggested and my game didnt freeze, but it didnt give me the trike. So heres what i did: 1) used DuneEx2 to extract Rules and Art files from MODEL directories. 2) copied the ATTrike and changed its house, building, and unitgroup to HK. 3) Opened a new folder in  Emperor/ DATA  and named it MODEL. 4) Saved edited files to MODEL folder. ......I'll tell you, im starting to believe i have some sort of mental defect for not getting this to work now :P ??? :-[ :'(

Posted

??? Hey, one more thing (im sure everyones tired of endless barrage of questons by now). I've unlocked the TLFlyer and the GUScavenger and the GUNIAP and the carryalls will land on units but wont pick them up while the NIAP wont shoot (although it will target). What can i do, if anything?

Posted

Niaps won't shoot; models with no weapon can never be made to shoot.

And to control carryalls, they need to be set as ADVCarryall = TRUE (or something to that effect - see the adv. carryall entry.)

Posted

...The NIAP cant shoot? ??? Even thought the Rules file gives it the NIAP gun under turrets? What, did they forget to give the model a turret? TO bad, the unit looks really cool.

Posted

No... I think you can only have 20 new things: so 10 tanks, 8 new infantry and 2 new structures. OIr something like that. BUT you can delete unused things (NIAPs) for Skirmish only rules.

Posted

......ok, back to the ADVCarryalls. I've unlocked the Stunt Frigate and its th same deal as with the TLFlyer and the GUScavenger; ALL of them have ADVCarryall = TRUE, and yet they all only land on vehicles and remain stuck. They just dont take off with units. what can i turn on/ off to make them behave?

Posted

It may be impossible, due to a lack of coding for it in the xbf.

But changing unit textures should be possible; there's a few files to do it in 3ddata.rfh. Something like =At_Hk_patch0001

Posted

Th height offset makes units like the laser tank hover, I think (or corrects 'floating' xbf's).

I know that you couldn't make stealth air units in TS... the same thing may be the problem.

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