Warhammer Dark Omen Forum

Modifications => Tools => Topic started by: luisadri on August 09, 2012, 11:09:06 PM



Title: How add more INTIGER bloks in the BTB
Post by: luisadri on August 09, 2012, 11:09:06 PM
Hi

How i add more INTIGER bloks in the BTB editor?

I can only edit exist units

I want add more diferent enemies ID's in batle field in simgle player mod.

Can help me?

Thanks.


Title: Re: How add more INTIGER bloks in the BTB
Post by: olly on August 11, 2012, 11:26:45 AM
Hi and welcome to the Dark Omen community, it's a great time to join ->

http://forum.dark-omen.org/introduction/great-time-to-join-t696.0.html (http://forum.dark-omen.org/introduction/great-time-to-join-t696.0.html)

You will need the BTB XML editor

http://en.dark-omen.org/downloads/view-details/1.-modding-tools/1.-map-editor/btbxml.html (http://en.dark-omen.org/downloads/view-details/1.-modding-tools/1.-map-editor/btbxml.html)

http://wiki.dark-omen.org/do/DO/Modding/Tools/BTBXML (http://wiki.dark-omen.org/do/DO/Modding/Tools/BTBXML)

and then examine Cuthalion's Alternate Chaos Dwarf Campaign,

http://en.dark-omen.org/downloads/view-details/2.-modifications/4.-campaigns/1.-singleplayer/chaos-dwarf-invasion.html (http://en.dark-omen.org/downloads/view-details/2.-modifications/4.-campaigns/1.-singleplayer/chaos-dwarf-invasion.html)

So you add more troops with Ghabry's WH32Edit, then add more waypoints with BTB XML editor and then attach more CTL AI scripts.

http://forum.dark-omen.org/singleplayer/further-ctl-investigation-t1105.0.html (http://forum.dark-omen.org/singleplayer/further-ctl-investigation-t1105.0.html)

Please pop into our chat channel for more assistance.

:)


Title: Re: How add more INTIGER bloks in the BTB
Post by: luisadri on August 12, 2012, 07:29:05 PM
Cool!!!

Very very thanks for help.

Only one question

How do I use BTBxml?

How do I open files with it?

I would be very grateful for your help again.

-----------------------------------------------------

I love warhammer dark omen

I like to edit games

Look this mod I did in resident evil 5

http://z6.invisionfree.com/Resident_Evil_4_PC/index.php?showtopic=22139&st=0#entry22022340 (http://z6.invisionfree.com/Resident_Evil_4_PC/index.php?showtopic=22139&st=0#entry22022340)

If I learn to move in warhammer progamas.

Surely I will make a good mod.

Why I love to edit games.


Title: Re: How add more INTIGER bloks in the BTB
Post by: olly on August 12, 2012, 07:37:03 PM
http://wiki.dark-omen.org/do/DO/Modding/Tools/BTBXML (http://wiki.dark-omen.org/do/DO/Modding/Tools/BTBXML)

:)

ps. nice mod


Title: Re: How add more INTIGER bloks in the BTB
Post by: luisadri on August 12, 2012, 10:08:40 PM
Ho!!

Thanks.

What is the program for editing ctl files?


Title: Re: How add more INTIGER bloks in the BTB
Post by: olly on August 12, 2012, 11:35:57 PM
http://en.dark-omen.org/downloads/view-details/1.-modding-tools/4.-miscellaneous-tools/ctldis.html (http://en.dark-omen.org/downloads/view-details/1.-modding-tools/4.-miscellaneous-tools/ctldis.html)

:)


Title: Re: How add more INTIGER bloks in the BTB
Post by: luisadri on August 13, 2012, 05:13:58 AM
Very very thanks for help.

My mod is already in progress.

You have MSN?


Title: Re: How add more INTIGER bloks in the BTB
Post by: luisadri on August 13, 2012, 04:12:11 PM
Hi

How do I connect CTL AI scripts with BTB unit?

I try do but units take the commands of anothers.

And all are uncoordinated.

Sorry mi bad inglish i am Brasziliam.

Thanks for all.


Title: Re: How add more INTIGER bloks in the BTB
Post by: olly on August 14, 2012, 10:00:53 PM
Loads of info on forum ->

http://forum.dark-omen.org/singleplayer/enemy-units-in-campaign-t1094.0.html;msg11139#msg11139 (http://forum.dark-omen.org/singleplayer/enemy-units-in-campaign-t1094.0.html;msg11139#msg11139)

.........................................................

Been getting back into CTL editing with Ghabry's help and have also been finding all my CTL archived stuff from last time we investigated it all. Here is a good picture showing the relationship between the BTB and CTL files. It shows how the Necromancer retreats on B1_04 Map.

(http://img109.imageshack.us/img109/4404/ctlvampretreat.jpg) (http://imageshack.us/photo/my-images/109/ctlvampretreat.jpg/)

You will have to check with Ghabry but looking at my Archived posts, he once said

[23:16] <Ghabry> the teleporting needs #94 followed by #98. the parameter of #94 is unimportant and #98 needs 66, whatever, whatever. So no idea
[23:16] <Ghabry> #97 <id> sets the target of the teleport

http://wiki.dark-omen.org/do/DO/CTL/OpCodes (http://wiki.dark-omen.org/do/DO/CTL/OpCodes)

97  init_teleport_spell node_id  Used by B1_04 Necromancer. Caller teleports to node_id 

I will post more of our rough old notes on Trading Post 1st Mission B1_01 CTL script....

[00:27] <Ghabry> func 4 5 and 6 are the 3 traders
[21:55] <Ghabry> First Archer is func 2

.func 2
#00 128
clear_ctrl_flag 32768
#3f 43970
#3c 240, 0
#3d 15
#3e 13, 31
wait_for_deploy
saveip
goto 7

[21:55] <Ghabry> at the end: goto 7
[21:55] <Ghabry> --> func 7
[21:55] <Ghabry> scroll to it

.func 7
reset_call_stack
saveip
set_r_i 0, 1
#28 9
reset_call_stack
saveip
do
    #b3 9
    iftrue
        #ac 58, 100, 512
    else
        #ac 58, 50, 512   
        iffalse
            #2e 16
            iftrue
                #28 9
            endif
        else
            #2b
            sleep
        endif
    endif
    set_wait_time 10
    wait
always

[21:55] <Ghabry> and you should see 9 three times
[21:56] <Ghabry> by changing it to another waypoint they move to it
[21:57] <Ghabry> try chaning it to 17
[21:57] <Ghabry> and see ingame what happens
[21:57] <Ghabry> (thats waypoint at 1153x492)
[22:03] <Ghabry> ok. so #28 is some waypoint thing
[22:04] <Ghabry> #28 <subchunk_id>
[22:05] <olly> yeah now got goto 7 
[22:05] <olly> so looking at func 7
[22:05] <Ghabry> good
[22:05] <Ghabry> yes
[22:05] <olly> thnx
[22:05] <olly> and 9  3 times
[22:05] <Ghabry> 2 times with #28
[22:06] <olly> so will change to 17   instead of  nines
[22:06] <Ghabry> they should move to the circle you found in the btb parser
[22:06] <olly> great :) 
[22:07] <olly> (document on wiki with screenshots>? or not just yet?) 
[22:07] <Ghabry> we should find out about some other waypoint things before
[22:07] <Ghabry> only one opcode is useless imo ;)
[22:07] <Ghabry> #b3 for example
[22:08] <Ghabry> maybe "Reached waypoint <subchunk_id>"?
[22:08] <Ghabry> because of the if-statement
[22:20] <Ghabry> the archers move to the next waypoint when the got enough damage
[22:21] <olly> ive just altered  9s to 17 and can see in BTB the 17th subchunk with x and y = (thats waypoint at 1153x492) so should see the idfference, brb at this chat my crash.. :) 
[22:22] <Ghabry> after they got enough damage at 9 they move to 17

(http://img513.imageshack.us/img513/7767/ctlwaypoint.jpg) (http://imageshack.us/photo/my-images/513/ctlwaypoint.jpg/)

(http://img20.imageshack.us/img20/7960/ctlbtbwaypoint9to17.jpg) (http://img20.imageshack.us/i/ctlbtbwaypoint9to17.jpg/)

(http://img130.imageshack.us/img130/ctlwaypoint.jpg/1/w940.png) (http://g.imageshack.us/img130/ctlwaypoint.jpg/1/)

(http://img41.imageshack.us/img41/1919/ctlwaypoint2.jpg) (http://img41.imageshack.us/i/ctlwaypoint2.jpg/)(http://img41.imageshack.us/img41/ctlwaypoint2.jpg/1/w1024.png) (http://g.imageshack.us/img41/ctlwaypoint2.jpg/1/)

22:42] <Ghabry> olly take a look at #ac 58, 50, 512
[22:43] <Ghabry> the archers move to the next waypoint when they got enough damage. If you reduce the 2nd parameter from 50 to 10 they will move with less damage
[22:43] <Ghabry> so this could be a percentage value

[21:19] <Rob> functions 100-148 are the standard functions in every ctl file. You can ignore them for now
[22:20] <Rob>.func 0 play 64   Get da Loot
[22:47] <Rob> "They're heading for the trading post" is triggered by "#af 1,63" I think
[22:51] <Rob> cool #af = #af <unit of head to show> <sound to play>   .func 14

.func 14
clear_ctrl_flag 8
do
    switch
        case 19
            #14 8, 4
            cbrk 6844
        case 20
            #14 8, 4
            cbrk 6844
        case 21
            #14 9, 4
            cbrk 6844
        case 5
            #14 5, -1
            iftrue
                #70 21
            endif
            cbrk 6844
        case 3
            #43
            #0d 128
            cbrk 6844
        case 85
            #47
            iftrue
                clear_unit_flag 16
                #48
                #0d 139
            endif
            cbrk 6844
        case 4
            #44
            #0d 127
            cbrk 6844
        case 27
            #69 25
            cbrk 6844
        case 71
            #d4
            iffalse
                #d1 240
                #0d 137
            endif
            cbrk 6844
        case 68
            #b9
            iftrue
                test_unit_flag 512
                iftrue
                    #cd 2048
                    iffalse
                        #64
                        #6b 16
                    endif
                endif
            endif
            cbrk 6844
        case 69
            #d3 58
            iftrue
                #b8
                iffalse
                    #25 1, 1
                    iffalse
                        play 66
                        #23 1, 1
                    endif
                endif
                #6e 17
            endif
            #d2
            iftrue
                #b8
                iftrue
                    #44
                    #0f 127
                else
                    #0c 134
                endif
            endif
            cbrk 6844
        case 70
            #c1 43968
            iftrue
                #c2 58
                iftrue
                    #0c 13
                else
                    #0c 134
                endif
            else
                #0c 134
            endif
            cbrk 6844
        case 29
            #25 0, 1
            iffalse
                #c1 43968
                iftrue
                    #af 1, 63
                    #23 0, 1
                endif
            endif
            cbrk 3567
        case 10
            #6e 17
            cbrk 3567
        case 12
            #6e 17
            cbrk 3567
        case 22
            #b8
            iffalse
                #6e 17
            endif
            cbrk 3567
        gosub 122
        @0xABC
    endswitch
while
#13


Title: Re: How add more INTIGER bloks in the BTB
Post by: luisadri on August 15, 2012, 03:20:22 AM
Uhallll!!!!

Very nice.

Now i understand.

Its work very well.

Very thanks agayn friend.