Forged Alliance Forever Forged Alliance Forever Forums 2015-06-09T16:14:35+02:00 /feed.php?f=41&t=10050 2015-06-09T16:14:35+02:00 2015-06-09T16:14:35+02:00 /viewtopic.php?t=10050&p=101179#p101179 <![CDATA[Re: How Do I Begin Modding]]>
Ithilis_Quo wrote:
ZeRen one example i take UP. as you see fist is my note with
# what is units name (this is only for me, line after # dont affect code)
then is UnitBlue print with { (this open code)
then merge = true, -> what say merge only what is abou
then code what to change,
and then end of code with }

important is take care for differences as } and ) and also that must be , on end of function, when dont open new one. also is differences betwen , and .


thx ;)

Statistics: Posted by ZeRen — 09 Jun 2015, 16:14


]]>
2015-06-09T16:05:12+02:00 2015-06-09T16:05:12+02:00 /viewtopic.php?t=10050&p=101178#p101178 <![CDATA[Re: How Do I Begin Modding]]> # what is units name (this is only for me, line after # dont affect code)
then is UnitBlue print with { (this open code)
then merge = true, -> what say merge only what is abou
then code what to change,
and then end of code with }

important is take care for differences as } and ) and also that must be , on end of function, when dont open new one. also is differences betwen , and .

Statistics: Posted by Ithilis_Quo — 09 Jun 2015, 16:05


]]>
2015-06-09T15:18:23+02:00 2015-06-09T15:18:23+02:00 /viewtopic.php?t=10050&p=101174#p101174 <![CDATA[Re: How Do I Begin Modding]]> Statistics: Posted by ZeRen — 09 Jun 2015, 15:18


]]>
2015-06-09T14:29:14+02:00 2015-06-09T14:29:14+02:00 /viewtopic.php?t=10050&p=101173#p101173 <![CDATA[Re: How Do I Begin Modding]]>
Edit: it's not always required that you copy and paste entire files to make changes. Merge files are just that, it merges your new Blueprint changes directly into the original Blueprint but does not remove content, it Only overwrites what you supply. Hence copying entire files will work, it makes it very difficult to debug later and makes the file size unnecessarily large.

Edit: be aware that with FAF installed you technically have two copies of FA on your hard drive. The original and the FAF override... His is important to know because it will effect the error codes you'll see.

Example: if the original unit.lua is 5k long and you see an error code for line 5311, then your error resides in the FAF unit.lua line 311 not the original code. Sometimes this isn't always clear but seeing the pathing of the error log can definitely help in such situation.

Resin

Statistics: Posted by Resin_Smoker — 09 Jun 2015, 14:29


]]>
2015-06-09T11:29:16+02:00 2015-06-09T11:29:16+02:00 /viewtopic.php?t=10050&p=101162#p101162 <![CDATA[Re: How Do I Begin Modding]]> https://rogercpress.wordpress.com/2012/ ... -tutorial/

What you need is check your mod file, in documets/my game/supcom/mod crete new folder with name of your mod, check some other mod copypast mod.info file, open it change name, author and ID for some other random.

And then create some new folder for example "units" where you would put your units that you want to change.

place where you found units is C/programdata/fafforever/gamedata -> folder units.nx2 rename on units.rar -> open it and copypast everything inside on some new folder that you have on desktop (then rename units.rar back on .nx2) this units are every units that was changed in FAF, but is dont contain every units, because some was not changed, and also dont containt every .lua file.

For this you need open folder with supcom/programdata/units.nx2 and make the same. take care dont take this 2 units pack on one folder, othervise it would be chaos.

Then open some units.bp with text editor (i use notepad++) and you have blue print of units, where you can change stats and etc.. information about with stat what change you found in tutorial that i send you.

Proper way how to change them is only copypast pasagge that you want to change and take merge function on start.

so it would looks like :

Code:
#T2 AA flack

UnitBlueprint {
Merge = true,
BlueprintId = "ual0205",

   Economy = {
      BuildCostEnergy = 1000,
      BuildCostMass = 200,
      BuildTime = 1000,
   },
   Defense = {
        Health = 900,      #from 1000
        MaxHealth = 900,
    },
}


everything that is not here would be same as is in game -> that cause merge = true,

When you want to change something that is about behaviour of units, then you need check lua file of units, This parth must be on separate folder of your mode with "hook" name (probably) but about lua coding i have no clue, and only guessing how it can work.

Statistics: Posted by Ithilis_Quo — 09 Jun 2015, 11:29


]]>
2015-06-08T23:29:45+02:00 2015-06-08T23:29:45+02:00 /viewtopic.php?t=10050&p=101151#p101151 <![CDATA[Re: How Do I Begin Modding]]>
Resin

Statistics: Posted by Resin_Smoker — 08 Jun 2015, 23:29


]]>
2015-06-08T22:24:08+02:00 2015-06-08T22:24:08+02:00 /viewtopic.php?t=10050&p=101148#p101148 <![CDATA[How Do I Begin Modding]]> Statistics: Posted by ntf_Shrapnel — 08 Jun 2015, 22:24


]]>