Jump to content


Photo

Unit Limits


  • Please log in to reply
8 replies to this topic

#1 HarrisonFan

HarrisonFan

    X-S Enthusiast

  • Members
  • 21 posts
  • Xbox Version:unk
  • 360 version:unknown

Posted 23 July 2006 - 11:28 PM

Has anyone figured out how to set unit limits? I'm trying to do a Mandolorian vs Jedi battle but I can only get like 3 mandos on the field at once. I'm using the assault gametype for Mos Eisley and making the heroes all jedi, while villians are boba and jango.

#2 Hoho5000

Hoho5000

    X-S Young Member

  • Members
  • Pip
  • 30 posts

Posted 24 July 2006 - 02:52 AM

Well, I played a game to figure out the number of AI that were regular infantry, and the number appears to be six. So, I searched for six in rep.lvl, mission.lvl, and core.lvl, but there way too many sixes, and none of them seemed to correspond to the amount of riflemen. It could be coded into the xbe, but I didn't see anything there. Then again, I'm not very good when it comes to Hex editing stuff.

#3 HarrisonFan

HarrisonFan

    X-S Enthusiast

  • Members
  • 21 posts
  • Xbox Version:unk
  • 360 version:unknown

Posted 24 July 2006 - 08:33 PM

I'm wondering because I've seen a mod that makes the maximum number of clone commanders, dark troopers, and magna guards all 25 rather than 5.

#4 Hoho5000

Hoho5000

    X-S Young Member

  • Members
  • Pip
  • 30 posts

Posted 25 July 2006 - 12:03 AM

Well, I know you can change it in the scripts. I'll look into that and see if I can find anything.

#5 Hoho5000

Hoho5000

    X-S Young Member

  • Members
  • Pip
  • 30 posts

Posted 25 July 2006 - 01:05 AM

Ok, in the mission.lvl file, you can find all the text parts of the level scripts easily, but I can't seem to find any values to go with the text. The Coruscant conquest script from the mod tools looks like this:
SetupTeams{

rep = {
team = REP,
units = 32,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",7, 25},
assault = { "rep_inf_ep3_rocketeer",1, 4},
engineer = { "rep_inf_ep3_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep3_jettrooper",1, 4},

},
cis = {
team = CIS,
units = 32,
reinforcements = 150,
soldier = { "cis_inf_rifleman",7, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}
SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_macewindu")
We need to find out how/where the numbers are stored.

#6 Hoho5000

Hoho5000

    X-S Young Member

  • Members
  • Pip
  • 30 posts

Posted 25 July 2006 - 02:47 AM

I'm attempting to mess around with the mod tools and create a new mission.lvl from scratch. I noticed that if you go into tool folder and open bin munge, it allows you to specify which system to create the content for.

#7 HarrisonFan

HarrisonFan

    X-S Enthusiast

  • Members
  • 21 posts
  • Xbox Version:unk
  • 360 version:unknown

Posted 25 July 2006 - 07:47 PM

I saw something, can't remember where, but it talked about how to spawn ATTEs for PC. I think the numbers had something to do with how many walkers you wanted to spawn or something to that effect.

#8 Hoho5000

Hoho5000

    X-S Young Member

  • Members
  • Pip
  • 30 posts

Posted 25 July 2006 - 11:14 PM

Hey, good news! I figured out how to rebuild the mission.lvl file, so now we can edit that to our hearts content. There may be a few glitches, but so far it works perfectly, even on the Xbox.

Edited by Hoho5000, 25 July 2006 - 11:18 PM.


#9 HarrisonFan

HarrisonFan

    X-S Enthusiast

  • Members
  • 21 posts
  • Xbox Version:unk
  • 360 version:unknown

Posted 26 July 2006 - 07:31 PM

What really? ohmy.gif How do you do it? Give an example tutorial. sleep.gif




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users