|
Post by Freedom-Fighter on Jul 10, 2006 9:32:41 GMT
Hmmm...did you recieve my e-mail, it should conatin the new campagin units I made, and some text entries. If you haven't try checking the Junk E-mail box.
|
|
|
Post by Ψїş†ÆCROW100 on Jul 10, 2006 13:00:15 GMT
Yes I revied your email. Your new campaign units work but when I try to add them they do not work.
|
|
|
Post by lordlee on Nov 16, 2006 17:35:23 GMT
This is a little late (months late actually), but adding units is very possible (and I knew how to do it in July) In fact in a recent mod I added a Machine Gun Nest... and in another i added a humvee.... All thanks to futurewavecs and mokon who I got all the help from. my recent mod is for aos... I wrote a guide but its broken... the best general advice i can give is to make sure that each of these files has the appropriate info (each file mentioned does something specific, you simply have to put correct references...) A good idea might be to follow the guide generally and check the specifics...: db/Unit/MachineGun_nest.ddf (this file you need to make...) db/dbunitfiles.cfg (this file needs to reference the file you made) db/simulation/territory.ddf (you set limits on buildings in this file) db/text/unittypetips.utf8 (you identify text.) db/tech tree/upgrade_unittypes.csv (you add the unit here) db/text/unittypenames.utf8 (you name the unit here) db/Tech Tree/dbtechtreenode.csv (you create the build location here) to add an engineer is probably the easiest thing to do... you just change it from (script unlock) to (none) and put the icon in a different row and column (one that isnt occupied already) moving units around to different buildings is also easy (just change the host file in dbtechtree node) Just for reference here is a link to the broken mod: forums.vugames.com/servlet/JiveServlet/download/172-26663-305093-10634/UnitModding.txt
|
|