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01-12-08, 07:19 AM | #1 |
Eternal Patrol
Join Date: Dec 2006
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Community Simple Text Modding Tutorial For New Modders
Subsim Community Tutorial
Simple Text Based Modding for Silent Hunter IV IMPORTANT NOTE FOR SENIOR MODDERS: This tut although started by me is meant in the end to be a running active tutorial thread for the community. any senior modder with something to contribute friend or otherwise is invited to post freely here relevant to the subject. it is hoped that others will share what they know here too. the first few posts of this thread are mine but the tutorial is community property and meant to be by anyone for anyone relevant to the titled subject. information not shared is lost. \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ \\\\\\\\\\\\\\\\\\\\\\\\\ IMPORTANT NOTE FOR NEW MODDERS: You will need note pad or word pad or another text editor to use this tutorial. always include a readme in any mod you intend to release there are two basic types of readme a release readme and a breadcrumbs or changelog readme. what should be in a release readme ? A legal disclaimer proclaiming mod is Freeware/shareware the conditions of its free distribution and a declaration of no commercial gain or utilization of or from the mod. Credit to the Game devs (eg.) SilentHunterIV Wolves of the Pacific (C)2007 UBISOFT ENTERTAINMENT. ALL RIGHTS RESERVED. Credit to the authors of files utilized where previous mods are integrated (eg.) Thanks to and credit to Ducimus who allowed me to utilize portions of his circus midget crew mod and answered all the questions that were in the manual that I didnt read. Credit to the toolmakers (eg) timetraveller for minitweaker or whoever made your tweak file that you used. Thanks to those who helped teachers co modders and testers often as well those who sometimes need credit for just plain support and encouragement. like editors and so on. it should also contain Features or changes since last release known issues and any known solutions compatability statement (what version to use with) special instructions where needed. a breadcrumbs or changelog readme is a wordpad or notepad document you insert into your mod while in development everytime you change a line in a file you should log it in the breadcrumbs being able to go back and read where you went wrong will save you countless hours of frustration. when making changes to a mod always make few small changes between tests if you do the sky the subs engines new guns and a custom crew and then test which one caused the ctd. if you only test your crew changes which one caused the ctd. Note: readmes go in beside the data file not in it. \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ \\\\\\\\\\\\\\\\\\\\\\\ Tutorial Credits: SILENT HUNTER 4 - WOLVES OF THE PACIFIC (C)2007 UBISOFT ENTERTAINMENT. ALL RIGHTS RESERVED. This Tutorial wouldnt have happened without the direct encouragement of the following People. Reallydedpoet Thank you for your continuing support of this project. as well as......... Capzap70 AVGWarhawk Clay P Travis Reed Xypher aanker dmlavan msb80sc sirten death gunner captainhaplo nuc doolittle81 nautilis42 FVD Yamato9 And Thanks also to SubSim and Neal Stevens for providing us with a place to hang out and do this stuff. As well as his own portion of encouragement for this tutorial. and to JScones for permissions regarding JSGME. and finally all my teachers from the shIII threads who said I could. \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ \\\\\\\\\\\\\\\\\\\\\ Introduction: This Tutorial begins as a Simple man showing simple ways to make simple changes in SHIV. Warning: anyone who wishes to follow along and read this tutorial as a learning device for modding thier silent hunter IV install should realize before they start that such activity can ruin your install if done wrong. any disasters to anyones install are not the fault of the author. by reading any portion of this tutorial or utilizing any of the techniques described you The Reader/utilizer express your acceptance of sole responsibility for the state of your own install of your game. You are warned about that and advised prior to doing anything else of making backup copies of any file you mod and for that matter everyfile you mod so as to have uncorrupted copy if everything goes wrong. segment one will contain also the assembly instructions for a mod folder system for use in my preferred method of mod activation. JSGME from Jonesoft http://www.users.on.net/~jscones/software/ a JSGME mod is better than modding your own install because if you mess it up you can undo it at the touch of a button. when you activate a mod in JSGME it takes the mods files and overwrites the games files with them That is it does so immediately after it has made backups of the game files. When you deactivate the mod in jsgme the installer then overwrites the files it modded with the backups it made before the mod files were inserted. what used to happen is you would put in mods say five of them but if for example you only deactivated the first one by itself and left the other four active the backups would be out of sequence and when you deinstalled it all you would find your game install would still retain some features of mod number two. In the latest version of JSGME sequencing issues have a built in safeguard in that you now can no longer uninstall your mod out of sequence. you can download the latest version here. http://www.users.on.net/~jscones/software/products/jsgme_setup.exe even so....... screw it up, So what!, your here learning what you need to know to fix it anyway. one final note to readers. as you follow along you will see comments by me beside file segments or highlighted arrows. when you look through your own game files they will not be there, you will however see Comments from the devs. that are commented out. ;commented out means that if a line has a semi colon at the begining ;like these three lines then the game ignores that line as its a comment ;not an instruction it is a good modding technique to just comment out the original line and put your modded line of code in underneath then its just delete and uncomment to revert if you need to.this technique also makes it much easier to spot your own changes than if you just delete the original line. For those that want to read ahead as it were. the devs comments in game are where I learned all this. Nobody taught me, I just applied what I kneew about gamefile structure and interaction and figured it out by trial and error. a perfectly sound method. though wrought with errors misses and blind alleys but if you want to not wait around for the next tutorial segment then thats how. Enjoy MM \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ \\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Last edited by Mush Martin; 01-12-08 at 12:14 PM. |
01-12-08, 07:20 AM | #2 |
Eternal Patrol
Join Date: Dec 2006
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Changing Startup features by Mush Martin
Ok finally were off and running. Lets make a gato class available at pearl harbour at the beginning of the war and lets change our entry date so we spawn on dec 7 1941 and add a bit of spending money. To begin Open the following// C:\Program Files\Ubisoft\Silent Hunter 4 Wolves of the Pacific\Data lets make back up copies of Submarine, UPC and Roster files. that you see inside the Data file. For this tutorial I'm going to use vanilla 1.4 files but it matters only a little I will talk more about this near the end of this segment. lets take the first step now and set up a mod folder to work in create a new folder Name it "Mymod" or whatever you please. open the Mymod folder and create another new folder inside Name this folder Data. open the Data folder you just made and copy and paste the three files mentioned above into it. that is Submarine, UPC and Roster files. now before we are done open the roster file and delete the following as we wont need it and its removal will keep the size of the mod down and consequently its load time. in the Roster file delete everything but the american file. we're not done yet next open the american file and delete everything but submarine. first step done you have assembled your mod folder and it didnt hurt a bit. now lets open the mymod folder and put in a readme using notepad this isnt a release readme this is a breadcrumbs readme its not mandatory but its a good idea. Next were going to sort of explore file structures and how they work a bit. But rather than learning by wrote We are going to learn about them by doing. So were first going to give ourselves a raise. Open the mymod data folder and open the UPC file within it. There you will see this four folders and two files the folders should be UPCCampaignData UPCCrewData UPCLocalization UPCUnitsData and the two files Gameplay settings UserPlayersettings lets open up the UPCCampaignData folder Here you will see seven files open the one called career start. Ok, so at the top here we see this [CareerStart 1] ID= Beginning NameDisplayable= 1941 StartTimeInterval=1941-12-08, 1942-02-01 BackgroundPic= 1941.tga CareerStartBriefingText= The war has just started, and we're being beaten. RenownOptions= 1000, 2000, 5000 [CareerStart 1.Flotilla 1] ID= C1Flotilla1 NameDisplayable= Pearl Harbor IDLinkFlotilla= PearlHarborCommand IDLinkUserPlayerUnits= F1Porpoise, 4, F1Tambor, 5, F1Gar, 4 FlotillaBriefingText= FlotillaCommonality= 1 [CareerStart 1.Flotilla 2] ID= C1Flotilla2 NameDisplayable= Manila IDLinkFlotilla= FremantleCommand IDLinkUserPlayerUnits= F2Sboat, 6, F2Porpoise, 7, F2Salmon, 6, F2Sargo, 11 FlotillaBriefingText= FlotillaCommonality= 2 The first entry above designates when your career starts and how much money you have the second two entries are defining what flotillas you can choose from for that start date. So have a look closely at the first entry NameDisplayable= 1941 (changeable) StartTimeInterval=1941-12-08, 1942-02-01 (changeable) BackgroundPic= 1941.tga (changeable) CareerStartBriefingText= The war has just started, and we're being beaten. (changeable) RenownOptions= 1000, 2000, 5000 (changeable) So for starters lets change the above entry to something more able to suppport the war economy. lets make our choices 2500, 5000, 7500, 10000 when your done this is what it should look like [CareerStart 1] ID= Beginning NameDisplayable= 1941 StartTimeInterval=1941-12-08, 1942-02-01 BackgroundPic= 1941.tga CareerStartBriefingText= The war has just started, and we're being beaten. RenownOptions= 2500, 5000, 7500, 10000 (note we did not add a fourth slot above there always was an unused slot) For this step now lets also change the entry date for our career to december fifth I use the fifth because theres variables in the time consumed during career screen which I suspect are relevant to to crew and equipment changes. so in the above entry change StartTimeInterval=1941-12-08, 1942-02-01 to StartTimeInterval=1941-12-05, 1942-02-01 the finished product shouod now look like this. [CareerStart 1] ID= Beginning NameDisplayable= 1941 StartTimeInterval=1941-12-05, 1942-02-01 BackgroundPic= 1941.tga CareerStartBriefingText= The war has just started, and we're being beaten. RenownOptions= 2500, 5000, 7500, 10000 [Edit] (missed procedure) As Pointed out by Gunner below this procedure was missed take the step here. Mymod_alfa_1.0\Data\UPCData\UPCCampaignData and open the Flotillas UPC file there you will see this. [Flotilla 1.UserPlayerUnitType 4] ID= F1Gato NameDisplayable= Gato class AvailabilityInterval= NULL, NULL <---------(here change the start date to Null or 19411101) IDLinkUserPlayerUnitType= Gato UnitTypeCommonality= 10 IDFlotillaLinkTransferTo= NULL Thanks Gunner SAVE & NOTE ALL CHANGE IN BREADCRUMBS. (either type out a description of changes or to save time copy the unmodded segment and the modded segment for comparison with a short note) those of you who havent modded congratulations you just have taken your first step. now because ive done the money thing and the date thing enough times in this specific case we arent going to test it we will just move on to the next step. staying on the career start file lets move onto entry two. [CareerStart 1.Flotilla 1] ID= C1Flotilla1 NameDisplayable= Pearl Harbor IDLinkFlotilla= PearlHarborCommand IDLinkUserPlayerUnits= F1Porpoise, 4, F1Tambor, 5, F1Gar, 4 FlotillaBriefingText= FlotillaCommonality= 1 To start with it says ID= C1Flotilla1 (this is the ID the game uses Career1Flotilla1) NameDisplayable= Pearl Harbor (changeable) IDLinkFlotilla= PearlHarborCommand (this is not changeable except using properly designated link names) IDLinkUserPlayerUnits= F1Porpoise, 4, F1Tambor, 5, F1Gar, 4 (here we see what subs are available at flotilla one. the little F1 at the start of each subname denotes the flotilla the sub belongs too. the subnames you can figure out but the little number after each subname is how many boats are in the flotilla of that type.) as for FlotillaBriefingText= (this isnt used in game atm) FlotillaCommonality= 1 (the game uses this when a random sub is selected to generate probability of a given model being the one somehow) Now lets go back to this line. IDLinkUserPlayerUnits= F1Porpoise, 4, F1Tambor, 5, F1Gar, 4 in order to change a sub you can simply substitute for an existing boat like this change say ....F1Porpoise, 4 and turn it into F1Gato, 6 the above method replaces the porpoise boats with gato boats and adds another two boats to the flotilla. the other possiblity here is just adding another instead of substituting. so instead of changing one we leave the existing ones and add F1Gato, 4 onto the end of the existing list. The finished product should look like this. [CareerStart 1.Flotilla 1] ID= C1Flotilla1 NameDisplayable= Pearl Harbor IDLinkFlotilla= PearlHarborCommand IDLinkUserPlayerUnits= F1Porpoise, 4, F1Tambor, 5, F1Gar, 4, F1Gato, 4 FlotillaBriefingText= FlotillaCommonality= 1 Note: if the number of subs exceeds the number of slots on screen in the game then you will be able to scroll down the list ingame to find the additional subs. for "Mymod" lets do that now just add gato boats to the list for pearl harbour as described above and make sure your format of commas and spacings are all correct. SAVE & NOTE CHANGE IN BREADCRUMBS. Before we are done though we should make some Gato hulls available on the starting date so quickly open the file C:\Documents and Settings\Game\Desktop\Mymod\Data\Roster\American\S ubmarine and open the file SSGato cfg. see the first entry [UnitClass] ClassName=SSGato UnitType=200 AppearanceDate=19411101 DisappearanceDate=19721015 DisplayName=US Gato the appearance date precedes gamestart so we dont need to change this at the moment. but down below. [Unit 1] Name=USS Drum DOC=19411101 DOD=19460216 [Unit 2] Name=USS Flying Fish DOC=19411101 DOD=19540528 [Unit 3] Name=USS Silversides DOC=19411101 DOD=19460417 [Unit 4] Name=USS Gato DOC=19411101 DOD=19600401 I have changed the dates on the first four gato hulls so that there are four names available at the time that our mod has put in the four subs that we put into the pearl harbour flotilla at the beginning of the war. thats what I mean about understanding file structure its not what the line of code means thats usually indicated its how the file connects to other files that makes the difference and thats the key to being able to text mod. its also what im here to try and teach you. not how to put on a gun how to hook it up. back to work. if your number of boats exceed the spots on screen in game in the career screen then you will be able to scroll down on the career screen list to see the additonal boats. So now lets copy mymodalfa1.0 to the mods folder theb activate the mod in JSGME next start up your game its time to test. Go through the career screen you should be able now to choose a Gato class boat and ten thousand smackers and when you spawn in game the date should be Dec 6 or 7 depending on a few variables. Note: dont bother to arm or equip your boat and dont stop to choose a crew just go straight through and start game at this point your only trying to confirm the boat will spawn properly and confirm the date. if you stop to choose a crew everytime you test you will be months instead of days doing it. IMPORTANT: Never make changes to an activated mod always deactivate prior to making changes. assuming for a minute that you have never made a mod before congratulations you have just made your first and activated it. Change Mod number now to Mymod_alfa_1.0 (when we get to the next segment it is this version we will use to start up with and build on so keep a fresh copy somewhere, as long as you have put all the stuff into your breadcrumbs and have saved Mymod_alfa_1.0 then you can delete the original Mymod that we made. to save on clutter and confusion.) Now a few words about this technique. it is done on and for use with SHIV patched 1.4 this mod as is wont likely work with RFB TM or SSM this is how you can make changes compatable with your favourite major mod. the technique will work just fine but if you are going to use the technique on a game where you are going to be using TM or RFB or SSM or for that matter any major mod. then you should make copy and use the appropriate mod files from that mod not your game so as to not lose other changes from the original author that you didnt want to lose and didnt alter yourself. So in the example above instead of copying the files from the game into your mymod folder. You would copy them from your major mod, into your mymod folder. After which you would then alter them The important thing to remember here is that your mod should go into the game After the major mod the files were copied from. If you are releasing a mod for public consumption you must always give credit to the original author of the files you based your changes on and advise you mods users to activate it over top of not underneath the major mod of choice. that is what I meant by special instructions in the bit about readme's at the beginning. The next segment from me will be on upgrade packs Ive gone through and followed these instructions and it should work for you fine but if I did something wrong in the instructions. Then post it below as opposed to if something went wrong with your mod. Because I can guarantee something will go wrong with your mod even with perfect instructions.At least in the beginning until you learn to use breadcrumbs and close unecessary screens and stuff. Good Luck and thanks for stopping by. Mush Last edited by Mush Martin; 01-12-08 at 07:24 PM. |
01-12-08, 07:20 AM | #3 |
Eternal Patrol
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Mymod Segment Two
Contributors MM, RDP, Gunner. Upgrade Packs. So now that weve been able to give ourselves as much money as we like now lets undermine the economy a bit and make everything free and available from the start of the war. Lets start as usual by opening Desktop\mymod_alfa_1.0\data\upc\UPCUnitsData now open the file UpgradePacks UPC Lets look at the first section: ; Upgrade pack Functional Types ; ; FunctionalType= UpFTypeSensorRadar ; FunctionalType= UpFTypeSensorUnderwater ; FunctionalType= UpFTypeSensorBathyTermograph ; FunctionalType= UpFTypeSensorPeriscope ; FunctionalType= UpFTypeWeaponFlak ; FunctionalType= UpFTypeWeaponCannon ; FunctionalType= UpFTypeWeaponTorpedoTube ; FunctionalType= UpFTypeDecoy ; FunctionalType= UpFTypeCoating ; FunctionalType= UpFTypeIceCream ; FunctionalType= UpFTypePropulsionEngines ; FunctionalType= UpFTypePropulsionBatteries ; FunctionalType= UpFTypePropulsionPropellors ; FunctionalType= UpFTypeControlsDirection ; FunctionalType= UpFTypeControlsDiving ; FunctionalType= UpFTypeBulkhead ; FunctionalType= UpFTypeComputerTDC ; FunctionalType= UpFTypeComputerGunfireControl ; FunctionalType= NULL This section which you can see is commented out by the devs, is a list of functional types recognized by the game. It's pretty straightforward. UpFTypeSensorRadar means upgrade packs containing radars. UpFTypeSensorUnderwater means upgrade packs that contain sonars and so on. Now to avoid confusion, lets understand that the game does not utilize all of the types available to it as purchasable upgrades in the game. So lets get to it. Because Mymod_alfa_1.0 uses a Gato class, lets make some equipment available for it. First off something meant for Gato, a radar to start with will do and some guns. Lets start here: [UpgradePack 3] ID= UpackGatoSVRadar NameDisplayable= SV Radar FunctionalType= UpFTypeSensorRadar UpgradePackSlotType= AdvAirRadars Type=NULL ;UpgradePackInterval=1945-08 -01, NULL UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0 UnitUpgradePackIntervalOptions1=1945-06-01, NULL, 1500 IDLinkUpgradePackElements= SDRadarApp, SVRadarAntenna So by way of explanation........ ID= UpackGatoSVRadar (the name used by the game itself) FunctionalType= UpFTypeSensorRadar (as listed in that top list we looked at) (I suspect this governs model behaviours ingame) UpgradePackSlotType= AdvAirRadars (this is the actual upgrade pack type as you and I would shop for it ingame. Your sub must have an upgrade type listed as compatable in its submarine files in order to accept any type of upgrade. So if AA gun upgrades arent listed in the submarine file, then you won't be able to mount 20MM twins even if they are available) Type=NULL (function unknown) ;UpgradePackInterval=1945-08-01, NULL (this line is commented out and I believe is just simply a visual reference on the correct historical date of equipment availability). UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0 UnitUpgradePackIntervalOptions1=1945-06-01, NULL, 1500 (These two lines govern availability in game, again the format is startdate before comma, endate after comma price is the last entry in this example the price is zero on the first one and 1500 on the second. Also where there are two availablity dates, I suspect but have not tested that it is for conning tower. One availability conning tower two availability and so on). Why two I'm not sure, but If I invented penicilin in game in January 1942, I could make it available for say 1000 prestige pts. If later in say June 1943, I invented mass production techniques for it then I could time in a drop in price to simulate wider availability. Finally IDLinkUpgradePackElements= SDRadarApp, SVRadarAntenna (This link elements business seems to be a pre set up chain of links to various models in game relevant to a particular upgrade pack in the example above. The links used are SDRadar Apparatus, the type and look of the radarscreen and its switches inside the conning tower and then followed by SVRadar antenna which is the 3d model that is used in game with this type as seen outside the sub . .......I Think!). So lets change the date and price using the usual method. [UpgradePack 3] ID= UpackGatoSVRadar NameDisplayable= SV Radar FunctionalType= UpFTypeSensorRadar UpgradePackSlotType= AdvAirRadars Type=NULL ;UpgradePackInterval=1945-08 -01, NULL UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0 UnitUpgradePackIntervalOptions1=NULL, NULL, 0 <----------------------------------change this IDLinkUpgradePackElements= SDRadarApp, SVRadarAntenna Moving forward for a quick moment, lets just look at how a sub defines what upgrade packs it can use. Back out of the file to this point Desktop\Mymod_alfa_1.0\Data\UPCData\UPCUnitsData then open the file UnitParts1Gato This file governs stuff the sub uses and when. [UnitPart 1] ID= GatoConningEarlyWar Type= GatoConningTower NameDisplayable= Start of war Conning Tower UnitPartInterval=NULL, 1942-12-01 ExternalLinkName3D= data/objects/Conning_Gato_01 HullTextureNameOverride=data/Submarine/NSS_Gato/NSS_Gato_T01.tga HullLightmapTextureNameOverride=data/Submarine/NSS_Gato/NSS_Gato_O01.tga HullNormalmapTextureNameOverride= NULL MenuSilhouetteTextureNameOverride= Gato_Class_01.tga The above section and one or two more like it further down the page, govern what tower is available on what date with what skin and what it will show in the game menu when your shopping for subs. As well, what types of equipment it will accept ie. equipment for Gato types. The next section down that appears below ;------------------------------------------------------------ ; COMPARTMENTS STRUCTURE ;------------------------------------------------------------ deals with the rooms as such that come along with each tower and governs tower repair damage and fatigue models as well as how many crew are used in the tower. The next section that appears after ;------------------------------------------------------------ ; CREWMEMBER SLOTS ; ; ;Type= Officer ;for Officers slots, which should be located in the Command Room and give bonus to the entire unit ;Type= Leader ;for Leaders slots, which give bonus to the compartment ;Type= Crewman ;for crewmember slots, which work and get poor pay ; ;------------------------------------------------------------ obviously determines how many crew members should appear in the conning tower, where they go, and what they do. The commented out list above defines available rank types for use. The section that appears after ;************************************************* *********** ; ; COMPARTMENT EQUIPMENT & WEAPS ; ;************************************************* *********** pretty much speaks for itself. By now you will be starting to be able to look at the entries and understand a little what they are so here I won't describe the functions just look them over and see what you can understand at this point without help from me. Below that we see ;------------------------------------------------------------ ; FLAK GUNS ;------------------------------------------------------------ the section following this governs what type of gun mount is on the tower. It also establishes the link to the ammunition available on board the sub. And finally the section we have been looking for ;************************************************* *********** ; ; UpgradePackSlot ; ;************************************************* *********** now this we must examine more closely. [UnitPart 1.UpgradePackSlot 1] ID= UpgAAGun NameDisplayable= Anti-Aircraft Gun Type=NULL AcceptedTypes=USLightAA UserCustomizable=Yes IDLinkUpgradePackSlots= CTBackAA IDLinkUpgradePackSlotsIntervalDefault1= NULL, NULL, Upack20mmSingle [UnitPart 1.UpgradePackSlot 1] The name and number of the slot in unit part it determines which of the three conning towers we are talking about. In this case the first one ID= UpgAAGun the games reference "upgrade Anti aircraft gun" Type=NULL (use currently unknown) AcceptedTypes=USLightAA This slot determines what type of upgrade packs you can put on the particular mount. In this case the back aa platform as determined by the line CtBackAA. Now you learn something new everyday, me too. Gunner in making his contributions to this tut segment educated me to the fact that there are generic types. ie. USDecgun will accept all dg types and USFlak will accept all flak types. UserCustomizable=Yes (can you change this in game? yes/no) I'm not sure, but I think what will turn out is this. If a position say the deckgun which isn't a part of the conning tower, is checked as user customizable, then as long as you have made an upgrade pack option for it you will be able to change it out. Where as if you put in no to user customizable, even if you had an upgrade pack you couldn't put it on. IDLinkUpgradePackSlots= CTBackAA Tells the game this is for aft on the conning tower IDLinkUpgradePackSlotsIntervalDefault1= NULL, NULL, Upack20mmSingle (this determines how long and when available ) Ok so thats determined, now lets make some changes. Back out and go again to the Upgrade packs upc and open it. To begin lets scroll down and locate this section. [UpgradePack 12] ID= Upack3in50calDG NameDisplayable= 3" 50 cal Deck Gun FunctionalType= UpFTypeWeaponCannon UpgradePackSlotType= USDeckGun Type=NULL UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0 UnitUpgradePackIntervalOptions1= NULL, NULL, 200 IDLinkUpgradePackElements= 3in50calUS [UpgradePack 13] ID= Upack4in50calDG NameDisplayable= 4" 50 cal Deck Gun FunctionalType= UpFTypeWeaponCannon UpgradePackSlotType= USDeckGun Type=NULL UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0 UnitUpgradePackIntervalOptions1= NULL, NULL, 400 IDLinkUpgradePackElements= 4in50calUS [UpgradePack 14] ID= Upack5in25calDG NameDisplayable= 5" 25 cal Deck Gun FunctionalType= UpFTypeWeaponCannon UpgradePackSlotType= USDeckGunHvy Type=NULL UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0 UnitUpgradePackIntervalOptions1= 1944-03-28, 1944-09-01, 800 UnitUpgradePackIntervalOptions2= 1944-09-02, NULL, 300 IDLinkUpgradePackElements= 5in25calUS First off lets change all the availability dates and prices to = NULL, NULL, 0 Now all three guns are available from the start of the war, and in any year you would care to make for the game like 1968 for example. Next lets change where a pack can be accepted. In most cases boats that will take the 5" won't usually take the 3". In order to make it available, just copy and paste the new type that you want and paste it over. [UpgradePack 12] ID= Upack3in50calDG NameDisplayable= 3" 50 cal Deck Gun FunctionalType= UpFTypeWeaponCannon UpgradePackSlotType= USDeckGunHvy <---------------Here Type=NULL UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0 UnitUpgradePackIntervalOptions1= NULL, NULL, 0 IDLinkUpgradePackElements= 3in50calUS Next lets put this somewhere it doesnt belong, say the forward AA mount on the conning tower. So open Mymod_alfa_1.0\Data\UPCData\UnitParts1Gato and locate these sections [UnitPart 1.UpgradePackSlot 1] ID= UpgAAGun NameDisplayable= Anti-Aircraft Gun Type=NULL AcceptedTypes=USLightAA UserCustomizable=Yes IDLinkUpgradePackSlots= CTBackAA IDLinkUpgradePackSlotsIntervalDefault1= NULL, NULL, Upack20mmSingle [UnitPart 2.UpgradePackSlot 1] ID= UpgAAGun NameDisplayable= Anti-Aircraft Gun Type=NULL AcceptedTypes=USLightAA UserCustomizable=Yes IDLinkUpgradePackSlots= CTBackAA IDLinkUpgradePackSlotsIntervalDefault1= NULL, NULL, Upack20mmSingle and [UnitPart 4.UpgradePackSlot 1] ID= UpgAAGun NameDisplayable= Aft Anti-Aircraft Gun Type=NULL AcceptedTypes=USLightAA, USHeavyAA UserCustomizable=Yes IDLinkUpgradePackSlots= CTBackAA IDLinkUpgradePackSlotsIntervalDefault1= NULL, NULL, Upack40mmSingle [UnitPart 4.UpgradePackSlot 2] ID= UpgBowAAGun NameDisplayable= Fore Anti-Aircraft Gun Type=NULL AcceptedTypes=USLightAA, USHeavyAA UserCustomizable=Yes IDLinkUpgradePackSlots= CTForeAA IDLinkUpgradePackSlotsIntervalDefault1= NULL, NULL, Upack40mmSingle so where it says AcceptedTypes=USLightAA lets add on to the end of it by adding USDeckGun [UnitPart 1.UpgradePackSlot 1] ID= UpgAAGun NameDisplayable= Anti-Aircraft Gun Type=NULL AcceptedTypes=USLightAA, USDeckGun <------------------------like this UserCustomizable=Yes IDLinkUpgradePackSlots= CTBackAA IDLinkUpgradePackSlotsIntervalDefault1= NULL, NULL, Upack20mmSingle Now when your going through the Gato conning tower file remember there are four conning towers available to Gato during the war so you will need to scroll down and do the other towers too if you want to have it for the duration. If you do that for all of the above slots, then when you go through the upgrade screen you should be able to put a deckgun on the conning tower mount as an upgrade. So if your following along then its now time to change the mod number to Mymod_alfa_1.2 Watch for the next segment coming soon. MM (et al) Last edited by Mush Martin; 01-22-08 at 11:37 AM. |
01-12-08, 03:33 PM | #6 |
Navy Dude
Join Date: Mar 2005
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Nice start to Tutoral Mush Have a question thoiugh. Do you need to change this line as well in Flotilla UPC file ?
[Flotilla 1.UserPlayerUnitType 4] ID= F1Gato NameDisplayable= Gato class AvailabilityInterval= 1942-04-12, NULL {DATE CHANGE TO CAREER START DATE ?} IDLinkUserPlayerUnitType= Gato UnitTypeCommonality= 10 ; to be used when a random choice is assigned IDFlotillaLinkTransferTo= NULL ; when the flotilla is disbanded, the subs of this type are transferred to this one.
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01-12-08, 05:16 PM | #7 | |
Eternal Patrol
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Quote:
anyway but maybe I didnt put it in here I will have to look in the one I did compared with the one I did from the intructions if its wrong in the tut I will edit it in. and thanks M [edit] yeah ya got me, to my credit though I did at least include the file. Last edited by Mush Martin; 01-12-08 at 06:16 PM. |
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01-13-08, 12:00 PM | #8 |
Navy Dude
Join Date: Mar 2005
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Hi Mush
Was planning on starting a new carreer with late war S-42 Class stationed at Manila, also with twin 40mm and 5.25 " Gun. Thanks for tutoral as it helped me get the conning tower I wanted for new career added properly. Figured out how to add 5.25" gun to Bow, Took several hours to figure it out playing around UPC upgrade pack..
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01-13-08, 12:03 PM | #9 |
Eternal Patrol
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Trial and Error is the best way to learn because not only do you learn
how to do it you learn how to not do it too. thats how I learned....:hmm::hmm: :rotfl: Nice avatar rough night last night speaking of call girls youve got a pm Gunner I need your help with something in my career game. M |
01-14-08, 09:36 AM | #10 |
Canadian Wolf
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Bump
RDP |
01-15-08, 12:16 PM | #11 |
Planesman
Join Date: Apr 2007
Location: Connecticut, USA
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Mush:thanks, you're doing this at just the level of detail I need!
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01-15-08, 01:32 PM | #12 |
Eternal Patrol
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Thats the beauty of not knowing what Im doing I guess
I cant believe I forgot to subscribe to the thread if you were waiting long I will fix that. thanks though for the encouragement ps wont be too long for the next segment Im going to try and put out a few that are just simple short steps procedures. MM |
01-22-08, 11:38 AM | #13 |
Eternal Patrol
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Bump .............. segment two has been pasted into the second
post if anyone is interested. Also if you spot any errors or omissions please post them thanks to RDP and Gunner. MM |
01-22-08, 12:27 PM | #14 |
Canadian Wolf
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Very nice work on this M , thanks for asking me to help.
RDP |
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