The mods that did that for SupCom and SupCom:FA were about the only mods I ever used but doesn't seem like anyone made on for SupCom 2 that I've found|||hmm... Well I think thats all insinde the map script file. If im right about that, you would have to replace a couple-of-hundred-MB file just for that. Mithy? BM?|||Nope. Use the shadow trick because the campaign is also a mod.|||I can expand the support mod to shadow the campaign's init files as well. Totally forgot about that. However, you'll still have to replace lua.scd if you want to change the research layout. Anything else should be doable via hooking or shadowing.|||lol I need to get up to date on modding techniques, haven't done any myself since Total Annihilation.
Anyone know if there are any guides to Moding sumCom2 that explain shadowing, hooking etc? Took a look a the files for SupCom 2 but didn't recognize any of the formats or how to open them.
And the "support mod"? What does that one do, couldn't find it in a Google search.|||Take a look at the following:
- http://forums.gaspowered.com/viewtopic.php?f=19&t=2318
- http://forums.gaspowered.com/viewtopic.php?f=19&t=42848
The first link is for FA, but most of the techniques carry over into SC2. The second one is for SC2 proper. You'll find the support mod there. Given the design restrictions of SC2, the support mod that Mithy wrote aims to make using some of the modding techniques for FA possible in SC2. Without the mod support, mods to core game files would have to physically rewrite those files. The mod support allows one to mod core game files without having to overwrite anything. Think of it as the engine being told to use your files instead of the default ones. This makes for installing and uninstalling mods much easier and you don't have to rewrite all the base code of the original files (just add / change what you need leaving everything else in tact). May sound a bit esoteric, but you'll pick up quickly once you actually start doing some modding.|||Ah sounds like what people are doing with Minecraft, they using mods such a Hey0 or bukkit that act as a interface/shell/package so modders don't have to deal with the main games code or files for their own mods (called plug-ins currently rather them mods).
Maybe be a little round about but actual more efficient and stable in the end.
Sure in the hell sounds much easier then some of the stuff I had to do when I combined mods or even unit packs for Total Annihilation.|||It isn't really an interface so much as a backend. It doesn't change the code you have to write, it just lets you merge it into existing code (and other mods' code) instead of only letting one mod shadow (replace) each file.
It's not perfect either, as there's no way to make it work for mods that change the research tree layout, or the keymap. But it's pretty much the only way you can enable more than one mod at a time without going through the arduous process of manually combining them (something I would never have the patience for after modding an engine as flexible as moho circa FA and Demigod).|||...In every _script.lua file there is a line that is telling that specific scenario which research restriction it got. Just remove those lines and save the file. Been working so far for me even if it got some ugly side effects.
Another way is to rename the campaign maps to skirmish maps and run it through the skirmish menu even uglier side effects but workable.
Dont have any examples here right now but its doable. Have fun and if you like contact me for my little campaign update mod :)|||fransotto|||Any modification you make to research definitions or mission scripts will have side effects. This does not: viewtopic.php?f=7&t=50993
Keep in mind that it does not unlock objective or mission-unlocked techs. This is to prevent problems from occurring when you've already researched a tech that you're given an objective to research. Once the objective techs are unlocked, all other techs beyond are available.
If you're prepared to deal with broken missions, edit the one file that the mod hooks and remove the condition that skips ScenarioData.Research.ObjectiveUnlock techs. If you don't understand how to do this, then you probably shouldn't be messing with it, because it's pretty easy to break a mission this way if you're going research-happy.|||Mithy|||Apparently you didn't read carefully enough: Campaign mods do NOT need the DLC to function. Only skirmish/multiplayer mods. The campaign unlock will work for vanilla as well as the DLC.|||Any idea how to use multiplayer research tree / unit properties / DLC in campaign?
I tried to remove the campaign branch folder from lua.scd and the game won't load. Then I tried to make a mod to overwrite "the enabled = true" command inside modinfo by having SC2MM and minimod 7 turned on, and it still won't work...
If your intent is to combine the DLC into the campaign, that will definitely not work. There is no easy way to get both the DLC and the campaign enabled at once, at least not short of some mods.lua shenanigans that will cause a lot of problems unless you manually go through and remove or combine every file that both mods shadow.
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