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. |