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Topic Subject: SI's Unknowns Guide!
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posted 10-30-05 06:40 PM EDT (US)   
This is an updated Genie Unknown guide, I'll updated it as I find more unknowns.
Thanks to Mandalorian who found most of these....

Link to "How to add new Units, by request!"
http://swgb.heavengames.com/cgi-bin/forums/display.cgi?action=ct&f=10,8407,0,365

Link to Unit master(Units.txt) file explaination
http://swgb.heavengames.com/cgi-bin/forums/display.cgi?action=ct&f=10,8275,50,365

Link to "How to add new Graphics."
http://swgb.heavengames.com/cgi-bin/forums/display.cgi?action=ct&f=10,8413,0,365

Link to "Exploring the Civ Header"
http://swgb.heavengames.com/cgi-bin/forums/display.cgi?action=ct&f=10,8198,,all

Useful color changing tool for graphics.
http://hyperupload.com/download/0c550c47/Colorrange.zip.html

This is a compilation of all the modding tools.(4.4 MB.)
Mod Editor by Ykkrosh.
Mod Installer by Mace
Genied 1 by Ykkrosh.
Genied 1(alt) by Ykkrosh. Alternate version.
Genied 2 by Ykkrosh, enhanced by Scenario TC of AOKH.
Graphic & Icon listings by ???????.
DRS original by Ykkrosh.
DRS 2 by Ykkrosh.
Resource Hacker by ???????
OCX files: place these in your system32 folder.

http://hyperupload.com/download/c3968e21/Complete_modding_tools.zip.html

This is from the CIV_*_UNIT.txt file in Genied.
------------------------------------------------------------ ----------

civ_7_unit_2_type: 70

Quote:

- Unit Types -
10 Non-Selectable objects
20 Effects
30 Some effects and dead units
60 Projectiles
70 Units
80 Buildings


civ_7_unit_2_name1_length: 12
civ_7_unit_2_id: 2
civ_7_unit_2_language: 5853

Quote:

Entry in the Language file.


civ_7_unit_2_unknown01: c5 1a 39 00

Quote:

1st & 2nd values are the creation entries in the Launguage.dll.
3rd value: Unit class(see below)
- Unit Classes -
01 Bantha/Nerf
04 Huntable Animals (Passive)
05 Predator
06 Wall
07 Farm
08 Gate
09 Anti-Air Turret
0a Turrets
0b Artillery Ship
0d Destroyer
0e Utility Trawler
0f Frigate
10 Anti-Air Ships
11 Transport Ship
12 Building
14 Projectiles, Dead Units, Effects
15 ENGINE HOLD THIS (No idea what it is, but, unit 826 is the only one of this class.)
16 Cliff
17 Fish
19 Shore Fish
1a Flags
1b Forage Bush
1c Holocron
1d Nova Deposite
1e Ore Deposite
1f Carbon Deposite
20 Artillery
21 Anti-Air Mobile
22 Packed Cannon
23 Pummel
24 Unpacked Cannon
27 Frigate
28 Anti-Air Ship
2a Unselectable Objects
2b Bomber
2c Bounty Hunter
2d Trade Unit
2e Non-Attacking Trooper
2f Scout
30 Air Craft
31 Grenade Trooper
32 Jedi/Sith
33 Jedi/Sith With Holocron
34 Laser Trooper
35 Mech
36 Medic
37 Anti-Air Trooper
38 Mounted Trooper
39 Mobile Shields
3a Worker
3b Air Transport
3c Huntable Animals (Agressive)
3d Power Droid
3e Air cruiser
3f Geonosian Warrior Class
40 Jedi Starfighter


civ_7_unit_2_graphic_default: 5811

Quote:

Number of the graphic, in graphic texts.


civ_7_unit_2_minus1_01: -1
civ_7_unit_2_graphic_die: 5814

Quote:

Number of the graphic, in graphic texts.


civ_7_unit_2_minus1_02: -1
civ_7_unit_2_zero_01: 0
civ_7_unit_2_hitpoints: 150
civ_7_unit_2_lineofsight: 7
civ_7_unit_2_garrison: 0
civ_7_unit_2_unknown02_03: 0.5 0.5 2

Quote:

Physics of the unit. (How big it is, how far from the center Blaster bolts hit.)
1st Value: Left and Right
2nd Value: Forward and Backward
3rd Value: Hight Of the Hp Bar


civ_7_unit_2_sounds01: 733 -1

Quote:

Number of the sound, in the sound.txt.
Sounds to be used by this unit when it is placed in the Scenario Editor, or created.


civ_7_unit_2_deadunit: 3

Quote:

The unit this unit will turn into when killed.


civ_7_unit_2_unknown02_05: 5
civ_7_unit_2_icon: 53
civ_7_unit_2_notineditor: 0

Quote:

0= In the editor, 1= Not in editor.


civ_7_unit_45_unknown02_07: -1 0 2 35 1 4

Quote:

5th value: Isolates the terrain the unit can travel on(colo & opee, only deepwater.)
The line -1 0 2 35 1 4 makes the shipyard buildable by the shore, in shallow water(35)


civ_7_unit_2_unknown02_08: 0.5 0.5

Quote:

Size in the Scenario Editor.
1st Value: Left and Right
2nd Value: Forward and Backward


civ_7_unit_2_unknown02_09_01: 0

Quote:

On buildings, 0 = cannot research or build units, 3 = It can.


civ_7_unit_2_unknown02_09_02: 0
civ_7_unit_2_unknown02_09_03: 19

Quote:

Isoloates the terrain the unit can "walk" on. Haven't complete isoloated the effects.
3 = All waterways
13 = All waterways
27 = Deep Water
31 = Medium water
32 = Lava
30 = Lava


civ_7_unit_2_unknown02_09_04: 0

Quote:

Whether or not the unit "flies" (passes over all terrian).
0 Walking (Limited to "walkable" terrian.)
1 Flying (Over ALL terrian types.)


civ_7_unit_2_unknown02_09_05: 25

Quote:

On workers, the amount of resources they can carry.


civ_7_unit_2_unknown02_10: 25
civ_7_unit_2_unknown02_11: 03 04 04 01 04

Quote:

On buildings, 5th value is what page in the worker interface
it will appear.(02 = 1, 0a = 2, ob = 3.)


civ_7_unit_2_unknown02_12: 1
civ_7_unit_2_unknown02_13: 00 7d 9d 01 00 cd 60 02 00 d5 41 00 00 00 00 00 00 01 05 02 20 02 00 00 00 00

Quote:

18th Value: Oulines
01 Draws outlines of this unit when it is behind a unit that has "02".
02 Units that with "01" standing behind this unit have outlines drawn.

Quote:

21st Value: Attributes of the Unit
Contains data regarding Special abilities of units (SHIELDS, DETECTOR, STEALTH), Garrison Display, and the Civ it appears for in the Scenario Editor, whether the unit has a circle or a square when slected, the drawing of the outline when a unit is behind it.
01 Garrison holding ability
20 Biological
10 Mechanical
40 Self Shielding
04 Stealth
08 Detector
0c Steath and Detector
(Example: A unit with Stealth, Detector, and Shielding: Bio: 6c Mech: 5c)

Quote:

22nd Value: Civ that gets this unit in the Scen. Editor
- Civ Numbers -
00 NATURE (ALL)
01 Empire
02 Gungans
03 Rebels
04 Naboo
05 Trade Federation
06 Wookiees
07 Confederacy
08 Republic


civ_7_unit_2_unknown02_14: 0.5 0.5 2

Quote:

1st Value: Size of slection ring/box.
2nd Value: How high above the unit the Hp bar is


civ_7_unit_2_unknown02_15: 4

Quote:

On RESOURCES, the type of resources this RESOURCE holds.


civ_7_unit_2_unknown02_16: -1

Quote:

On RESOURCES, the amount of resources this RESOURCES has. On BUILDINGS, how much population they support.


civ_7_unit_2_unknown02_17: 02 0b 00
civ_7_unit_2_unknown02_18: 1

Quote:

How much of your population this unit occupies.


civ_7_unit_2_unknown02_19: 02 ff ff 00 00 00 00 00
civ_7_unit_2_length01: 0
civ_7_unit_2_unknown04:
civ_7_unit_2_sounds02: 470 -1 0
civ_7_unit_2_name1: UNIT-GUNIG2
civ_7_unit_2_name2_length: 13
civ_7_unit_2_name2: UNIT-SHIELD1
civ_7_unit_2_unitline_id: 40

Quote:

This is linked to the unitline.txt file.


civ_7_unit_2_mintechlevel: 1

Quote:

Minumum tech level for this unit.


civ_7_unit_2_id2: 2
civ_7_unit_2_id3: 2
civ_7_unit_2_speed: 0.5
civ_7_unit_3_unknown18: -1 -1 -1 -1 0 0 0 0 0 -1 -1 0 0 0 0 0 0 0 0 0 0 -1 -1 127 127 -1 -1 127 127 0 0 0 0 -1 -1 127 127
civ_7_unit_54_unknown18b: e6 14
civ_7_unit_2_graphic_walk: 5816

Quote:

Number of the graphic, in graphic texts.


civ_7_unit_2_unknown19_01: -1
civ_7_unit_2_unknown19_02: 0
civ_7_unit_2_unknown19_03: 0
civ_7_unit_2_unknown19_04: -1
civ_7_unit_2_unknown19_05: 0
civ_7_unit_2_unknown19_06: 0 0
civ_7_unit_2_unknown19_07: 0 -1 -1 127 127 -1 -1 127 127
civ_7_unit_2_unknown19_08: 0
civ_7_unit_2_unknown19_09: -1 -1 127 127
civ_7_unit_2_unknown20: -1
civ_7_unit_2_unknown21: 7 1

Quote:

1st value: Rate used for many units, recovery for a Jedi after Turning, Cannon unpack, etc.
2nd Value: Rate (Used for Cargo HoverCraft, Workers, Utility Trawlers, and Animal Nurseries.)


civ_7_unit_2_unknown22: -1 -1 -1 -1 0
civ_7_unit_2_sound_move: 481

Quote:

Number of the sound, in the sound.txt.


civ_7_unit_2_sound_stop: 481

Quote:

Number of the sound, in the sound.txt.


civ_7_unit_2_unknown24: 0
civ_7_unit_2_unknown25: 1000
civ_7_unit_2_attack_numtypes: 0

Quote:

The number of Class/Data Pairs for "civ_*_unit_****_attack_data:".


civ_7_unit_2_attack_data:

Quote:

The ATTACK data of that unit. Class then data, in pairs. (All other classes get ADDED to the 3 and 4.)
3 Base (Ranged - Use this one if the unit is a Ranged unit)
4 Base (Melee - Use this number if the unit is a Melee unit)
....
- Armor/Attack -
0 Fighters
2 Hvy Weapons
5 Bounty Hunters
6 Mechs
11 Buildings
14 Troopers
15 Mounted Troopers
19 Workers
23 Air Cruisers
30 Jedi/Sith


civ_7_unit_2_armour_numtypes: 3

Quote:

The number af Class/Data Pairs for "civ_*_unit_****_armour_data:".


civ_7_unit_2_armour_data: 30 0 4 20 3 20

Quote:

The ARMOR of that unit. Class then data, in pairs. (All other clases get ADDED to 3 and 4.)
3 Dura (Base)
4 Melee (Base)


civ_7_unit_54_unknown27: -1
civ_7_unit_2_unknown28: -1
civ_7_unit_63_unknown29_01: 4
civ_7_unit_63_unknown29_02: 0 0 2.5

Quote:

1st value: Range, 3rd value: Attack Reload 1.(for buildings.)


civ_7_unit_63_unknown29_03: -1

Quote:

BUILDING anti-air projectile.


civ_7_unit_63_unknown29_04: 100

Quote:

Percentage it hits it's target(Buildings.)


civ_7_unit_54_unknown31_01: 20 0 2
civ_7_unit_54_unknown31_02: -1
civ_7_unit_54_unknown31_03: 100
civ_7_unit_54_unknown31_04: 0 0 0 0
civ_7_unit_54_unknown31_05: 3
civ_7_unit_54_unknown31_06: 0 0
civ_7_unit_54_unknown31_07: -1 1000 5
civ_7_unit_54_unknown31_08: 20 2
civ_7_unit_54_unknown31_09: 0 0 1 0 0

Quote:

Some projectile interaction with units
1st Value: Used to strech the projectile out, like the Decimator's.
2nd Value: Whether or not a projectile will compensate for movement. (0 No, 1 Yes)
3rd Value: Display of animation when this projectile hits it's target.
4th Value: Whether or not this projectile passes through it's target. (0 No, 1 Yes)


civ_7_unit_54_unknown31_10: 0
civ_7_unit_2_unknown32_01: 5.2 0

Quote:

1st Value: Maximum Range, 2nd Value: Blast Radius


civ_7_unit_2_attack_reload01: 0
civ_7_unit_2_projectile: -1
civ_7_unit_2_unknown32_02: 0

Quote:

The Percent Accurracy of this UNIT's attacks against stationary targets.


civ_7_unit_2_unknown32_03: 0 0 0

Quote:

2nd Value: Delay after graphics to create the projectile.


civ_7_unit_2_unknown32_04: 0 0 0

Quote:

The point at which to create the projectile (XYZ).
Relitive to the dirrection the unit is facing.
1st Value: Left and Right, 2nd Value: Forward and Backward, 3rd Value: Up and Down


civ_7_unit_2_unknown32_05: 0
civ_7_unit_2_unknown32_06: 4.8 0

Quote:

More projectile and range data.
1st Value: Minimum Range, 2nd Value: The amount by which a unit misses


civ_7_unit_63_unknown33_01: 0 0 0 0
civ_7_unit_63_unknown33_02: 3 4

Quote:

1st value: minimum Range, 2nd value: By how much it misses it target(Buildings.)


civ_7_unit_63_unknown33_03: 0
civ_7_unit_63_unknown33_04: 0 0
civ_7_unit_63_unknown33_06: -1 6 0

Quote:

Contains Armor displayed, and two unknowns.
2nd Value: Armor displayed. 3rd value: DuraArmor displayed.


civ_7_unit_63_unknown33_07: 0 2.5

Quote:

1st value: Line of sight, 2nd value: Attack reload 2(buildings.)


civ_7_unit_63_unknown33_08: -1 0 0 -1 0 0 -1 0 0 50 -1

Quote:

Cost of the building. There costs, three numbers per cost.
1st(4th & 7th) Value: Type
2nd(5th & 8th) Value: Amount
3rd(6th & 9th) Value: Used (Yes: 1, No: 0)
10th Value: Time in game seconds required to build this building.
11th value: What unit, or building, that builds this unit.


civ_7_unit_63_unknown33_09: 0

Quote:

Button slot on the interface of the unit, or building, that creates this unit.


civ_7_unit_63_unknown33_10: 0 0
civ_7_unit_63_unknown33_11: 0
civ_7_unit_63_unknown33_12: -1
civ_7_unit_63_unknown33_13: 0

Quote:

Graphic number for the garrison tag above the unit.


civ_7_unit_63_unknown33_14: 0
civ_7_unit_63_unknown33_15: 0 0 0
civ_7_unit_63_unknown33_16: -1 -1

Quote:

1st value: Projectile of building's attack against ground forces.


civ_7_unit_63_unknown33_17: 0
civ_7_unit_63_unknown33_18: 6 7391

Quote:

1st Value Attack displayed.
2nd value: The graphic number of the foundation to be used during construction.


civ_7_unit_2_graphic_attack: 5812

Quote:

Number of the graphic, in graphic texts.


civ_7_unit_2_armour_displayed: 20
civ_7_unit_2_attack_displayed: 0
civ_7_unit_2_attack_range_displayed: 5.2
civ_7_unit_2_attack_reload02: 0
civ_7_unit_2_cost_01_type: 0

Quote:

- Resources Types -
0 Food
1 Carbon
2 Ore
3 Nova


civ_7_unit_2_cost_01_amount: 150
civ_7_unit_2_cost_01_unknown: 1

Quote:

Used=1, unused=0


civ_7_unit_2_cost_02_type: 2
civ_7_unit_2_cost_02_amount: 150
civ_7_unit_2_cost_02_unknown: 1
civ_7_unit_2_unknown35_04: 4 1 0
civ_7_unit_2_cost_time: 70
civ_7_unit_2_unknown35_05: 82 1 0 0 0

Quote:

1st value: Where unit is created, 2nd value: Button slot.


civ_7_unit_2_unknown35_06: 0
civ_7_unit_2_unknown35_07: 2 -1 -1

Quote:

Hero data.
1st value: There is either a 2, 3, 4, or 5 here. (I don't yet know what they do, it's on my to do list).
If you add 256 to what ever number is here, this unit is a Hero.


Quote:

2nd Value: The garrison tag above the unit.


civ_7_unit_2_unknown35_08: 0
civ_7_unit_2_unknown35_09: 0
civ_7_unit_2_unknown35_10: 0 0 0
civ_7_unit_2_unknown35_11: -1 -1
civ_7_unit_2_unknown35_12: 0
civ_7_unit_63_unknown36_01: -1 -1 -1 -1

Quote:

1st Value: For Fortress, the unit to use after it's built.


Quote:

2nd value: Number of the Terrain around this unit after creation.


civ_7_unit_63_unknown36_02: 0
civ_7_unit_63_unknown36_03: 81

Quote:

For gates, this places the end pieces of the gate. It is another unit, placed with this unit.


Quote:

For Fortress, The next tech level fortress.


civ_7_unit_63_unknown36_04: -1.5 0

Quote:

This is where to place the above unit.


civ_7_unit_63_unknown36_05: 81

Quote:

For gates, this places the end pieces of the gate. It is another unit, placed with this unit.


civ_7_unit_63_unknown36_06: 1.5 0

Quote:

This is where to place the above unit.


civ_7_unit_63_unknown36_07: -1

Quote:

For gates, this places the end pieces of the gate. It is another unit, placed with this unit.


civ_7_unit_63_unknown36_08: 0 0

Quote:

This is where to place the above unit.


civ_7_unit_63_unknown36_09: -1

Quote:

For gates, this places the end pieces of the gate. It is another unit, placed with this unit.


civ_7_unit_63_unknown36_10: 0 0

Quote:

This is where to place the above unit.


civ_7_unit_63_unknown36_11: 487 78 -1 541

Quote:

1st Value: For common buildings the build unit.


Quote:

2nd Value: For Cannons, the unit it will turn into after deploying/undepolying.


Quote:

2nd Value: For gates which unit is the open gate.


civ_7_unit_63_unknown36_12: 0

Quote:

BUILDING garrison type.
7 = Bunker, 11 = Turret, Command Center, 15 = Fortress, 16 = Animal Nursury.


civ_7_unit_63_unknown36_13: 0

Quote:

The rate UNITS heal when garrisoned in this BUILDING. (Hit Point's per second of game time.)


civ_7_unit_63_unknown36_14: 0

Quote:

This is always 0, not used.


civ_7_unit_63_unknown36_15: -1

Quote:

This is always -1, not used.


civ_7_unit_63_unknown36_16: 0 0 0 0 0 0
civ_7_unit_2_duraarmour_displayed: 20

COMING SOON.....
Adding Research,
Adding techs,
Adding units,
Adding graphic & sound .slps to the drs.


"Wipe them out, all of them!"
"I must obey my master!"
"At last,we will reveal ourselves to the Jedi. At last, we will have revenge!"

SidiousInvader@msn.com----Instant Message

[This message has been edited by Sidious Invader (edited 12-17-2005 @ 06:51 PM).]

Replies:
posted 10-30-05 06:51 PM EDT (US)     1 / 34  
Nice work there. ^-^
posted 10-31-05 06:30 PM EDT (US)     2 / 34  
I have a suggestion. Have a link to a page for stuff in the civ*units.txt file, another link for stuff in units.txt, etc. Otherwise the page will be about a mile long.

Sarthos |Sovereign of Syrup
Uber_Mod_Project | Military Dictator of Modpack Discussion
Winner of the true Canadian Fourmer Award for going above and beyond the call of being Canadian.
Winner of the EoD award for the most pointless attempt to prove some one wrong at the expense of his own health
Pfft. We all know Merai is so liberal that he uses his left hand. :p - Moff
Lady Gaga is a genius, actually - Crazed Ewok
posted 11-01-05 05:14 PM EDT (US)     3 / 34  
Looks awesome, i'll make sure to add this to Mod Central when you give me a description you want ect.

B L O O D P H O E N I X
Lurking at HG since 2004
posted 11-03-05 06:45 PM EDT (US)     4 / 34  
Few Updates in the topic post.

"Wipe them out, all of them!"
"I must obey my master!"
"At last,we will reveal ourselves to the Jedi. At last, we will have revenge!"

SidiousInvader@msn.com----Instant Message

posted 11-03-05 06:48 PM EDT (US)     5 / 34  
Wow, this stuff is becoming more and more amazing by the minute Sidious Invader, get on IM.

Sarthos |Sovereign of Syrup
Uber_Mod_Project | Military Dictator of Modpack Discussion
Winner of the true Canadian Fourmer Award for going above and beyond the call of being Canadian.
Winner of the EoD award for the most pointless attempt to prove some one wrong at the expense of his own health
Pfft. We all know Merai is so liberal that he uses his left hand. :p - Moff
Lady Gaga is a genius, actually - Crazed Ewok
posted 11-03-05 07:13 PM EDT (US)     6 / 34  
Sorry another little update.

Sarthos I'm online, but I can't IM you if your not. Got something for you.


"Wipe them out, all of them!"
"I must obey my master!"
"At last,we will reveal ourselves to the Jedi. At last, we will have revenge!"

SidiousInvader@msn.com----Instant Message

posted 11-03-05 07:16 PM EDT (US)     7 / 34  
I'm online, but it says you aren't. Did you block me or something?

Sarthos |Sovereign of Syrup
Uber_Mod_Project | Military Dictator of Modpack Discussion
Winner of the true Canadian Fourmer Award for going above and beyond the call of being Canadian.
Winner of the EoD award for the most pointless attempt to prove some one wrong at the expense of his own health
Pfft. We all know Merai is so liberal that he uses his left hand. :p - Moff
Lady Gaga is a genius, actually - Crazed Ewok

[This message has been edited by Sarthos (edited 11-03-2005 @ 07:21 PM).]

posted 11-18-05 05:17 PM EDT (US)     8 / 34  
Hey Sidious,
Have you been able to successfully add a garrison tag to a "building" that didn't originally have one?

I've changed Unknown36_12 to allow it to garrison and Unknown33_12 to the right number for the flag but when the "first" unit goes inside, the flag shows up for a split second but doesn't stay. It doesn't show again unless everyone gets out and goes back in. Then still, only for a split second when the "first" unit enters.

I've changed the graphic for the existing flags successfully (fairly funny to see a bantha die at the foot of your turret when you send someone inside) and I've tried adding it to the buildings that allow you to garrison but don't show a flag (Bunker, Theed Turret, Trando Buildings, etc.) but they don't even show the flag for the split sec.

Am I missing something here? Is there something else that enables the building to keep the flag visible? Any help here would be awesome, Thanks.

posted 11-18-05 06:45 PM EDT (US)     9 / 34  
Dvl, I have added a garrison tag successfully, but never experienced what you are. If the garrison tag you are using is not at the right height(above the unit completely), and it blends with the graphics of the building, it may be behind the building. Now to fix it....(possibly, from what I've learned so far)...
Use this unknown for the garrison tag...

graphic_7831_unknown01: 00 00 00 01 12 ff ff 01 00 00 00 00 00 00 00 00

Use this for the building....

graphic_7831_unknown01: 00 00 00 00 05 ff ff 00 00 00 00 00 00 00 00 00

From my experience the 05 ff ff will place that graphic behind a graphic with a 1 12 ff ff 01.

I hope this helps, if not, we'll try again.

This may help you too, unknown 2_13: 21st value, a 01 will add the garrison counter in the interface for a unit, or building.

EDIT: Also, I had an idea, but since I'm not really good with graphics, maybe you could try. How about a unmanned speeder bike(can garrison 1), then the garrison tag would be a rider. What do you think?



"Wipe them out, all of them!"
"I must obey my master!"
"At last,we will reveal ourselves to the Jedi. At last, we will have revenge!"

SidiousInvader@msn.com----Instant Message

[This message has been edited by Sidious Invader (edited 11-18-2005 @ 07:06 PM).]

posted 11-18-05 07:21 PM EDT (US)     10 / 34  
civ_7_unit_2_deadunit: 3

Quote:

The unit this unit will turn into when killed.

Does this mean that you can have say like boba fetts hp reaches 0 you can have him turn into jango fett?


|M|o|d|e|l|i|n|g|

My anti-life

posted 11-18-05 08:40 PM EDT (US)     11 / 34  
Yes!

"Wipe them out, all of them!"
"I must obey my master!"
"At last,we will reveal ourselves to the Jedi. At last, we will have revenge!"

SidiousInvader@msn.com----Instant Message

posted 11-21-05 11:04 AM EDT (US)     12 / 34  
Ok, up until trying to get this garrison flag to pop up I had never even looked outside the "civ*units" files. I'm not quite sure what those really do aside from the obvious lines that point to a specific graphic number.

This is all I've changed for the building so far and it's allowed people to get inside (as well as adding the garrison counter without changing unknown02_13: 21st value) but the flag isn't behind it like you had suggested. It just flashes for a sec but doesn't stay. I've been trying it on a really short building (ewok hut) for just that reason.

Try this and see if it does the same for you.
civ_*_unit_1311_garrison: 10
civ_*_unit_1311_unknown33_12: 2362
civ_*_unit_1311_unknown36_12: 7

For Unknown33_12 I've used the same numbers the command centers use for Tech Lv1-4, both Fortresses as well as each turret and have gotten the same flash & disappear affect. I must be missing something. Thanks again for the help.

posted 12-03-05 10:50 PM EDT (US)     13 / 34  
DVL, Ok sorry for the delay, but try using 7779, or 7833 for the garrison tag(unknowns 33_12). Let me know if that helps.

I'm really not sure where you came up with 2362?


"Wipe them out, all of them!"
"I must obey my master!"
"At last,we will reveal ourselves to the Jedi. At last, we will have revenge!"

SidiousInvader@msn.com----Instant Message

posted 12-03-05 11:08 PM EDT (US)     14 / 34  
Sidious Invader, please get on MSN. I've come up with some excellent ideas.

Sarthos |Sovereign of Syrup
Uber_Mod_Project | Military Dictator of Modpack Discussion
Winner of the true Canadian Fourmer Award for going above and beyond the call of being Canadian.
Winner of the EoD award for the most pointless attempt to prove some one wrong at the expense of his own health
Pfft. We all know Merai is so liberal that he uses his left hand. :p - Moff
Lady Gaga is a genius, actually - Crazed Ewok
posted 12-08-05 07:46 PM EDT (US)     15 / 34  
DVL, Did it work?

"Wipe them out, all of them!"
"I must obey my master!"
"At last,we will reveal ourselves to the Jedi. At last, we will have revenge!"

SidiousInvader@msn.com----Instant Message

posted 12-09-05 07:56 PM EDT (US)     16 / 34  
Nope, Still getting the same flash and disappear effect. It does flash the flag though. With 7833 it's moves a tad bit to the left. Here's where I got that number from...

unit_109_unknown33_12: 2278 - Command Center Lv1
unit_71_unknown33_12: 2362 - Command Center Lv2
unit_141_unknown33_12: 2452 - Command Center Lv3
unit_142_unknown33_12: 2560 - Command Center Lv4
unit_82_unknown33_12: 1592 - Fortress Lv1-3
unit_933_unknown33_12: 1646 - Fortress Lv4
unit_79_unknown33_12: 403 - Light Turret
unit_234_unknown33_12: 457 - Medium Turret
unit_235_unknown33_12: 511 - Adv Turret

It seems like as you advance in tech levels the building gets bigger and so does the number pointing to the flag. All the flags seem to touch right at the top of the buildings. Maybe the larger number is just adjusting for height. I've tried random numbers that are close to those and it seems to adjust the position of the flag left/right/up/down.

Try this and only this in a patch and see if it does the same flash and disappear for you. It's the ewok hut...

civ_*_unit_1311_garrison: 10
civ_*_unit_1311_unknown33_12: 2362
civ_*_unit_1311_unknown36_12: 7

I wonder why they left the flag out of the buildings that can garrison other than the turret, command centers and fortress. The Bunker, Trandoshan building, Small Energy Collection repository and Theed turret can garrison but don't show a flag. I can find a similarity/difference between them.

-Edit-
By the way, you know what unknown changes the attack sound? Dooku and Tann make the lightining sound when they attack. Not a lightsaber sound.

[This message has been edited by DvL (edited 12-09-2005 @ 07:58 PM).]

posted 12-09-05 08:08 PM EDT (US)     17 / 34  
Sidious Invader, are you gonna update this soon? I really wanna know how to create techs.

Sierra Wolf
posted 12-09-05 08:12 PM EDT (US)     18 / 34  
i have much to learn lol
posted 12-09-05 09:05 PM EDT (US)     19 / 34  
DVL, I'm testing your patch right now.

The lightsaber sound is attached to the attack graphic, here the one for Tann....
graphic_9319_name1: UNIT-LJMST-TAN-A
graphic_9319_name2: LPSEVERA
graphic_9319_slp: 4231
graphic_9319_unknown01: 00 00 00 01 12 ff ff 01 00 00 00 00 00 00 00 00
graphic_9319_delta_count: 0
graphic_9319_sound: 224
graphic_9319_extras: 0
graphic_9319_numframes: 12
graphic_9319_angles: 8
graphic_9319_unknown02: 0 0.15 0
graphic_9319_unknown03: 3
graphic_9319_id: 9319
graphic_9319_type: 6
This is the sound .slp, look up sith knight, and use his attack sound.


"Wipe them out, all of them!"
"I must obey my master!"
"At last,we will reveal ourselves to the Jedi. At last, we will have revenge!"

SidiousInvader@msn.com----Instant Message

posted 12-09-05 09:33 PM EDT (US)     20 / 34  
Awesome, it's sound 65. You're the man, Thanks. I'm not getting paid to be here anymore, I'm goin' home. lol I'll check back on Monday... I love getting paid to do this, duck... there's my boss.
posted 12-09-05 10:18 PM EDT (US)     21 / 34  
Sidious Invader, how would you change the unit's attack? All I know how to do is make it SAY it

Sierra Wolf
posted 12-09-05 10:28 PM EDT (US)     22 / 34  
Changing a units attack usin a trigger is easy or u talkin bout somthin else
posted 12-09-05 10:50 PM EDT (US)     23 / 34  
Not with a trigger, through the genied

Sierra Wolf
posted 12-09-05 10:52 PM EDT (US)     24 / 34  
ah ic well I HAVE NO IDEA i can find out
posted 12-09-05 10:58 PM EDT (US)     25 / 34  
in the units attack_data line. Look for it's original attack, which should be next to a 3 or a 4, and change it to what you want the new attack to be. Then change the attack_displayed line.

Sarthos |Sovereign of Syrup
Uber_Mod_Project | Military Dictator of Modpack Discussion
Winner of the true Canadian Fourmer Award for going above and beyond the call of being Canadian.
Winner of the EoD award for the most pointless attempt to prove some one wrong at the expense of his own health
Pfft. We all know Merai is so liberal that he uses his left hand. :p - Moff
Lady Gaga is a genius, actually - Crazed Ewok
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