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Creating units based on others

Posted: 12 May 2006, 18:49
by Apocalypse
I have been messing around with Absolute Annihilation, and i have made some rather interesting units o.O but anyway! i now felt like trying to make a new team. I settled for another ARM team, that was concentrated at airforce (Arm Airforce).

So i went into the "gamedata" and added Arm Airforce as a new team, and it worked fine in-game, altho i had changed nothing for em yet. Then i copied the ARMAAP (Advanced Aircraft fac), i was going to make this the team's "commander", so ofcourse i had to make a new modified ARMAAP that produced metal and energy.

I did this, but it didnt seem to work. To make the copy a "new" unit, i changed unit name and file name to ARMAAPC, but then it crashed and said con file missing and funny stuff like that.

The reason i dont just edit the ARMAAP and leave it, is because the regular ARM is still going to have it, and that aint supposed to produce metal and energy.

So my exact question: How do i make a copied unit act like a whole new unit so it can succesfully be used as a team commander?

If it matters, im using a sdz file that depends on AA1.46, it aint the AA itself im modding.

That was rather hard to explain (Dont flame! :? )

Posted: 12 May 2006, 18:55
by Caydr
Not sure if structures can be used as commander units. Try using a construction plane as a starting point maybe.

What you've gotta do is go to the root AA directory and do a search for "armca" (arm construction aircraft) and then make a copy of all files related to it. Careful not to get any "armcarry) files or any others that happen to shop up because of similar spelling.

Rename all these new files to be whatever, like "armca" -> "aafca" (arm air force construction aircraft). There should be a script, a unitpic, an FBI, maybe a couple others.

Next go into the FBI file and change all references (such as unitname, objectname, etc) to be "aafca" or whatever you choose the unit to be called. Then add the line "commander=1;" to it. Finally, open up the sidedata file and set "aafca" to be team 3's commander.

You should be set now.

Posted: 12 May 2006, 20:10
by FLOZi
Caydr wrote:Not sure if structures can be used as commander units. Try using a construction plane as a starting point maybe.

What you've gotta do is go to the root AA directory and do a search for "armca" (arm construction aircraft) and then make a copy of all files related to it. Careful not to get any "armcarry) files or any others that happen to shop up because of similar spelling.

Rename all these new files to be whatever, like "armca" -> "aafca" (arm air force construction aircraft). There should be a script, a unitpic, an FBI, maybe a couple others.

Next go into the FBI file and change all references (such as unitname, objectname, etc) to be "aafca" or whatever you choose the unit to be called. Then add the line "commander=1;" to it. Finally, open up the sidedata file and set "aafca" to be team 3's commander.

You should be set now.
Structures can indeed be commanders, cf. the current A&A demo. :wink:

Posted: 12 May 2006, 21:39
by SinbadEV
copy and rename the cob files too..

Posted: 12 May 2006, 22:22
by Caydr
...There should be a script, a unitpic...
+1

Posted: 16 May 2006, 20:40
by .MJJNL.
well commanders can be structures well we are making a mod and we use a building (llt radar and nanoturret) as commander the only thing is we have some probs with our script.......... ive just copyed from the commander the nano thing and it gives errors and no i am not stupid ive changed the piecenums

Posted: 16 May 2006, 22:36
by SwiftSpear
The nanoturret in spring isn't a structure. It's a unit that has no mobility information. Structures are a little bit different...

Posted: 17 May 2006, 07:54
by Maelstrom
Upload the mod so we can check it out. We might be able to help better if we can see what you are trying to do for ourselfs.