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Author Topic: How add more INTIGER bloks in the BTB  (Read 7392 times)
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luisadri
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« 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.
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olly
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« Reply #1 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

You will need the BTB XML editor

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

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

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

Please pop into our chat channel for more assistance.

Smiley
« Last Edit: August 11, 2012, 03:25:17 PM by olly » Logged

and back in Nuln, the ageing Graf Berhardt smiled his secret smile of pride whenever he heard the latest tales of his eldest son's ever growing chain of glorious victories -(sothr manual)
luisadri
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« Reply #2 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

If I learn to move in warhammer progamas.

Surely I will make a good mod.

Why I love to edit games.
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olly
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« Reply #3 on: August 12, 2012, 07:37:03 PM »

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

Smiley

ps. nice mod
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luisadri
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« Reply #4 on: August 12, 2012, 10:08:40 PM »

Ho!!

Thanks.

What is the program for editing ctl files?
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olly
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« Reply #5 on: August 12, 2012, 11:35:57 PM »

http://en.dark-omen.org/downloads/view-details/1.-modding-tools/4.-miscellaneous-tools/ctldis.html

Smiley
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luisadri
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« Reply #6 on: August 13, 2012, 05:13:58 AM »

Very very thanks for help.

My mod is already in progress.

You have MSN?
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luisadri
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« Reply #7 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.
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olly
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« Reply #8 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

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

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.



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

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 Smiley 
[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 Wink
[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.. Smiley 
[22:22] <Ghabry> after they got enough damage at 9 they move to 17









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
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luisadri
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« Reply #9 on: August 15, 2012, 03:20:22 AM »

Uhallll!!!!

Very nice.

Now i understand.

Its work very well.

Very thanks agayn friend.
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