Mods with ditch diggers.
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Mods with ditch diggers.
Are there any mods with ditch digging bots? The only way I know how to do this is with a string of land mines. Is there another way?
Re: Mods with ditch diggers.
Um, CA? You know, that big feature Katamari?
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- Posts: 265
- Joined: 04 Sep 2005, 01:25
Re: Mods with ditch diggers.
I don't understand. Why would I want a feature (like a tree or rock) to create a ditch? I was hoping for some sort of unit with a dirt blasting gun or a modified builder or something like that. Something that doesn't take up huge amounts of unit space to create a ditch with.
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- Posts: 265
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Re: Mods with ditch diggers.
Okay after playing CA, and creating a wall and a ditch I watched with my mouth gapped open... Okay I'm a fan. That's AWESOME!!! THANKS!
Would it possible to get that feature separated so I could play it with other mods?
Would it possible to get that feature separated so I could play it with other mods?
Re: Mods with ditch diggers.
Simbaes
Go bother the BA thread.
Go bother the BA thread.
Re: Mods with ditch diggers.
Unless you enjoy having sleksa nerdrage at you, I would highly recommend you don't do thiskiki wrote:Go bother the BA thread.

- [XIII]Roxas
- Posts: 182
- Joined: 20 Jun 2007, 23:44
Re: Mods with ditch diggers.
"And lord, let us pray for the sinners in their time of need...."
Extract the units' scripts, 3DO files, and FBI files.
Steps to do so:
1) Unpack the CA____.sdz or .sd7, with WinRAR/WinZip into a directory.
2) Find the unitnames for the Trench deformer, and the Wall deformer. It's something simple, like trench, if memory serves. You can find this by either asking around, or looking through the 'Disabled units' list in the lobby.
3) Pull the FBI files with those names out of the units sub-directory. Place them in a new folder, somewhere that you won't forget.
4) Open the objects3d sub-directory. Take out the 3DO files that have the same unitname as the FBI file. Place these in the same directory which you placed your FBI files.
5) Open the scripts sub-directory. This folder contains two types of file which you need: .bos, and .cob. Find the unitname, once again, and take those scripts out. Place them into your EASY-TO-FIND folder.
6) Open up the 'unitpics' folder. These are the buildpictures for your units. There will be a picture with your unitname. You will take this file out, and place it in your seperate directory.
7) These files so far are simply that: Files. Now, you said you wanted to place these in another mod? BA, perhaps? We shall use BA as the example.
Extract BA_Installer_Version.sdz to another, seperate folder. If you take a peek inside, you can see that it ALSO has a units folder, a 3do folder, a scripts folder, and a unitpics folder.
9) Take your files which you extracted from CA, and place them in the respective folders. For example, say I took 'ArmTestTube.fbi' from the units folder in the CA extraction. I would then place this into the BA units folder.
10) Open the 'gamedata' folder. In it, you will see a file called 'Sidedata'. Open it, using wordpad. You will see a whole lot of words. The part that concerns you is the ARMCOM. Under 'CANBUILD', add another directory.
Excerpt from SIDEDATA:
You would insert canbuild26. USE YOUR UNITNAME.
Take care to not erase the semi-colons, OR the brackets at the end. They are needed.
11) Save your additions to the Sidedata file. Now, the easiest part. Go back to your root directory (Where you can see all the BA folders) and select everything. You will creat the archive 'BA_Installer_Version.sdz'. MAKE SURE TO CHANGE THE ARCHIVE TYPE TO .ZIP, NOT .RAR, BEFORE you name it.
12) Place this archive into your 'Mods' directory. Open Spring, and have fun.
Extract the units' scripts, 3DO files, and FBI files.
Steps to do so:
1) Unpack the CA____.sdz or .sd7, with WinRAR/WinZip into a directory.
2) Find the unitnames for the Trench deformer, and the Wall deformer. It's something simple, like trench, if memory serves. You can find this by either asking around, or looking through the 'Disabled units' list in the lobby.
3) Pull the FBI files with those names out of the units sub-directory. Place them in a new folder, somewhere that you won't forget.
4) Open the objects3d sub-directory. Take out the 3DO files that have the same unitname as the FBI file. Place these in the same directory which you placed your FBI files.
5) Open the scripts sub-directory. This folder contains two types of file which you need: .bos, and .cob. Find the unitname, once again, and take those scripts out. Place them into your EASY-TO-FIND folder.
6) Open up the 'unitpics' folder. These are the buildpictures for your units. There will be a picture with your unitname. You will take this file out, and place it in your seperate directory.
7) These files so far are simply that: Files. Now, you said you wanted to place these in another mod? BA, perhaps? We shall use BA as the example.

9) Take your files which you extracted from CA, and place them in the respective folders. For example, say I took 'ArmTestTube.fbi' from the units folder in the CA extraction. I would then place this into the BA units folder.
10) Open the 'gamedata' folder. In it, you will see a file called 'Sidedata'. Open it, using wordpad. You will see a whole lot of words. The part that concerns you is the ARMCOM. Under 'CANBUILD', add another directory.
Excerpt from SIDEDATA:
Code: Select all
[CANBUILD]
{
[ARMCOM]
{
canbuild1=armsolar;
canbuild2=armtide;
canbuild3=armwin;
canbuild4=armmstor;
canbuild5=armestor;
canbuild6=armuwms;
canbuild7=armuwes;
canbuild8=armmex;
canbuild9=armuwmex;
canbuild10=armmakr;
canbuild11=armfmkr;
canbuild12=armlab;
canbuild13=armvp;
canbuild14=armap;
canbuild15=armsy;
canbuild16=armeyes;
canbuild17=armrad;
canbuild18=armsonar;
canbuild19=armdrag;
canbuild20=armfdrag;
canbuild21=armllt;
canbuild22=armtl;
canbuild23=armrl;
canbuild24=armfrt;
canbuild25=armdl;
}
Code: Select all
canbuild26=trench;
11) Save your additions to the Sidedata file. Now, the easiest part. Go back to your root directory (Where you can see all the BA folders) and select everything. You will creat the archive 'BA_Installer_Version.sdz'. MAKE SURE TO CHANGE THE ARCHIVE TYPE TO .ZIP, NOT .RAR, BEFORE you name it.
12) Place this archive into your 'Mods' directory. Open Spring, and have fun.
Re: Mods with ditch diggers.
You forgot about copying over \luarules\gadgets\unit_terraform.lua
Re: Mods with ditch diggers.
well, when I step aside, reading it has begun to give me lulz. Also, he happens to break lots of forum rules while hes at it. Actually, terraform would be good for ba.Peet wrote:Unless you enjoy having sleksa nerdrage at you, I would highly recommend you don't do thiskiki wrote:Go bother the BA thread.
<insert sleska's nerdrage here>
Re: Mods with ditch diggers.
sleksa > all of youkiki wrote:well, when I step aside, reading it has begun to give me lulz. Also, he happens to break lots of forum rules while hes at it. Actually, terraform would be good for ba.Peet wrote:Unless you enjoy having sleksa nerdrage at you, I would highly recommend you don't do thiskiki wrote:Go bother the BA thread.
<insert sleska's nerdrage here>
Re: Mods with ditch diggers.
Oh my, was that my nemppu who said that?
Re: Mods with ditch diggers.
Ignore everything Roxas said, unit_terraform.lua is where all the magic happens.
Either way, you'd have to create a new mod if you wanted to use these in a mod other than CA, because AFAIK (kiki said simbaes has it? no idea) only CA has this feature. So no, you cant get this in BA or something and play it online.
Either way, you'd have to create a new mod if you wanted to use these in a mod other than CA, because AFAIK (kiki said simbaes has it? no idea) only CA has this feature. So no, you cant get this in BA or something and play it online.
Re: Mods with ditch diggers.
Simbase does have it as well.
- [XIII]Roxas
- Posts: 182
- Joined: 20 Jun 2007, 23:44
Re: Mods with ditch diggers.
My bad, I forgot about that.
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- Posts: 265
- Joined: 04 Sep 2005, 01:25
Re: Mods with ditch diggers.
I'm fully aware I can't play it online with these changes. That much was obvious when I got the idea.
Do I have to put it in a mod? I used to be able to toss a unit in the root and just let the game add it to everything. They change that?
Also... I don't know what the hill unit names are. And I notice I can't build a ramp, and building a wall takes a good while. Any suggestions on how to a) build a ramp b) speed up wall building. I want to make a small fort but it takes so long to deform the terrain in little cubes. I'm kinda disappointed that the advanced units can't deform larger or taller blocks.
Do I have to put it in a mod? I used to be able to toss a unit in the root and just let the game add it to everything. They change that?
Also... I don't know what the hill unit names are. And I notice I can't build a ramp, and building a wall takes a good while. Any suggestions on how to a) build a ramp b) speed up wall building. I want to make a small fort but it takes so long to deform the terrain in little cubes. I'm kinda disappointed that the advanced units can't deform larger or taller blocks.
Re: Mods with ditch diggers.
Yes, you can put the files loosely, in the root or such. I don't know exactly how you place them, but then they'll get in the way if you want to play online. But to make them build faster is very easy. Go into the .fbi of the unit and set the buildtime and possibly the energy cost to lower numbers.
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- Posts: 265
- Joined: 04 Sep 2005, 01:25
Re: Mods with ditch diggers.
No no, I'm not complaining about how long it takes to do a single deform. I mean when I want to stack 10 of them up in a wall. THAT takes a long time. I'd like it if there were more than one stage of terraform. Like a half step, a step, and a double step. Then I could make a ramp and I could make walls twice as fast as I wouldn't have to do two passes I could just do one.
Re: Mods with ditch diggers.
It takes a while, and takes some micro management, because you shouldn't be able to make a whole ominous tall plateu in seconds.
Re: Mods with ditch diggers.
KDR_11k wrote:Um, CA? You know, that big feature Katamari?
Modern English is Awesome... I think KDR_11k just coined a new word.CaptainMaim wrote:I don't understand. Why would I want a feature (like a tree or rock) to create a ditch? I was hoping for some sort of unit with a dirt blasting gun or a modified builder or something like that. Something that doesn't take up huge amounts of unit space to create a ditch with.
Feature Katamari (noun): Colloquial term for a project (for example a piece of software) that seems to pick up as many features as it can like a Katamari picks up any object if bumps into and becoming bigger. In particular it would describe a project that would pick up any features it could(regardless of usefulness), often from other projects, just because they are cool. Resulting in a hodgepodge of random features.
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- Posts: 265
- Joined: 04 Sep 2005, 01:25
Re: Mods with ditch diggers.
That sounds like Spring alright.