DocumentationUnitsandModules.pdf
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Units & Modules
A Wargame Modding Tutorial
How to modify (almost) whatever unit you want in Wargame Airland Battle.
Version: Almost slightly proper
Todo : finish => review => spelling stuffs
Prerequisites
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pen & paper (except if you can do without…)
basic understanding of Enohka’s tools (tables, classes, instances, using the dictionaries,
installing a mod, etc..)
Golden rule : never work on an original file, always use copies. Better have something
to make a fresh start than screwing up for all eternity.
FOR CHRIST SAKE, DON’T TRY TO USE A MOD IN MULTIPLAYER. YOU MIGHT
GET SPANKED HARD ! Seriously we don’t know of the implication yet, so don’t, just
don’t.
Some stuffs are written in the dreadful language that is French, don’t worry it won’t hurt you and
I can even provide a translation, usually between parentheses.
Prerequisites
1) Understanding the unit structure
a) A unit’s Modules.
b) A module example : the dreadful WeaponManager hydra.
1) A world of Turrets.
2) The Weapon Descriptor
3) Ammunition rules the nation.
2) The Modeling and TDepiction
Color coding (soon) :
Sure.
Need more investigation but pretty sure.
Just an uneducated guess.
1) Understanding the unit structure
First thing you have to do is to open dev\ndf\patchable\gfx\everything.ndfbin, everything (heh...)
will happen there.
The units are instances of the TUniteAuSolDescriptor (i.e GroundUnitsDescriptor in French)
class (id = 86) but despite its name, the class contains all units in the game, helicopter and
planes included.
The More You Know
: the TUniteAuSolDescriptor can be considered as a specialization of the
TUnitDescriptor which contains every other kind of objects you can see in the game like
missiles, companies or smoke.
An instance of this class is constitued of many fields which describe a unit’s behavior and stats:
Some fields of the Cz Dana SPG descriptor instance.
Let’s go through all of them :
● DescriptorID : the instance’s Id, nothing much to say and you probably won’t have to
touch this unless you want to remove/add units
● Modules : a list of different special instances of classes called “modules”, modules
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control most of a unit’s behavior. They are very important for modding a units specific
part. We ‘ll see later how to work with them.
_ShortDataBaseName : probably useless ? No idea, really.
ClassNameForDebug : useless for modding.
StickToGround : boolean determining… well if a unit stick to the ground I guess ? This
field may have no use at all but seems to separate Helicopters from other kind of units.
The ArmorDescriptor(s) : reference to a TArmorDecriptor instance which determine the
armor value of the selected side.
Armor values goes from 0 (null) to 23 (yes, 23) but are
still displayed going from 0 to 20 anyway.
ManageUnitOrientation : true = unit will always show they most armored side to the
greatest threat, false = unit will show whatever side their pathfinding made them to.
HitRollSizeModifier : float determining the accuracy malus/bonus due to the unit’s size
can be 0.05 (% ?) or 0.15.
DeathExplosionAmmo : refer to a TAmmunition instance, is probably used to determine
the explosion animation based on the Ammunition instance supplied. No idea yet about
how it works exactly.
IconeType (IconType) : integer pointing to a unit type list probably.
PositionInMenu : probably the unit’s position in the Armory, dunno if it’s in a global list of
just whithin a category (TANK, INF, ect) menu. Might be just a remanent of WEE.
NameInMenuToken : a localisation hash (hence a reference to the hash table of the unit
dictionary), it probably determine the unit’s name diplayed in the uit’s icon in the armory
and production menu.
Category : point to a category list ( INF, REC, etc)
AcknowUnitType : probably determine a unit’s audio acknow when given an order.
TypeForAcknow : honestly no idea…
Nationalite (Nationality) : determine a unit’s faction, null = NATO, 1 = Pact.
MotherCountry :The actual country of the unit. Thanks to Fleff for this one.
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ProductionYear: pretty explicit.
MaxPack : number of card of said unit you can add in a deck.
UppgradeRequire : not formal use in WAB beside putting some vehicle in the same line
in the Armory.
Factory : change a unit’s category in the armory and production menu (ingame). Thanks
to homerfcb.
ProductionPrice: a unit’s cost(s), actually only the top cost of the list actually matter, the
rest are probably remanent of WEE or some old design, just dont care about the rest.
MaxDeployableAmmount : a list of a unit’s avaibilities, each of the value refer to a
particular veterancy hence the first value is the avaibility at recruit vet’.
ShowInMenu : list of boolean determining if a unit can be viewable in the Armory.
ProductionTime: time need for the unit to appear at a reinforcement point (
in seconds ?
).
Is the same for all units in WAB vanilla.
CoutEtoile (StarCost) : relic of WEE and WAB early beta, useless.
TextureForInterface: refer to a TUITextureRessource, is basically the unit’s image in the
production menu, the small unit "cards" you see in menu.
TextureMotherCountryForInterface : The country flag used in the small unit "cards" you
see in menu.
UnitTypeToken : list of localisationhash that refer to a unit’s possible deck types
(motorized, etc…). Be sure to look for the hash at a interface_outgame.dic. Thanks to
AJE.
UnitMovingType : determine a unit’s locomotion type (tracked, wheeled…).
ight be
M
useless since a proper module already take care of this.
VitesseCombat (CombatSpeed) : determine a unit’s locomotion speed ?
ight be
M
useless since a proper module already take care of this.
IsPrototype : pretty explicit
TextureTransportForInterface :
probably refer to the image used to represent infantry in
a transport.
Plik z chomika:
LDefe
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