General > User modifications
Adding new UFO: unknown craft_ufo_"name of new UFO"
NicSO:
So it is not possible for me to mod this :( Argh. I was so happy with the idea :(
ShipIt:
--- Quote from: NicSO on February 20, 2014, 08:24:54 pm ---Found new problem...files like fighter.bsp in 0maps and maps are 2 different files...how should I name them in my mod folder...do I need to create 0maps archive + maps folder? I will try it that way. I will create 0maps archive with my fighter files and separate maps folder. I have some feeling there is something more to this, maybe some script???!
--- End quote ---
In order to add a new aircraft to a map theme, you would have to create a .map file for this craft, using the mapeditor called UFORadiant. This file needs to be compiled to a .bsp with the mapcompiler (ufo2map). Then it needs a tile descriptor in the map´s .ump file. It needs an entry in the map definition (maps.ufo ), so the game knows this craft is available for the map. Unfortunately, due to technical problems beyond my understanding, the mapeditor is currently broken for win.
There is no need to create archives in any way.
On the other hand, a UFO would work without adding any maps, as some maps don´t care about the UFO type.
If you want some more detailed info, please ask. :)
Duke:
I can confirm that the list of valid UFO names is hardcoded.
In several places btw :((
NicSO:
Well thnx guys :) I am sad to hear that but thnx for help and I must ask...is there possibility it could be changed in the future?
Is it the same with aliens?
Duke:
Making UFOs completely scriptlable is not trivial. However, I can imagine to add some "UFO Modder" to the hardcoded list(s).
Your best bet is to convince at least one dev why the game *needs* a second fighter.
For now, you can use the "UFO Ripper" which is in the lists but not used anywhere afaik.
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