gustavowizard Posted January 10, 2016 Share Posted January 10, 2016 Hey guys, im trying to add a new unit, but i did everything and still its not showing on the game, so i was wandering if we could do a tutorial for this, if you guys gimme a hand and i crack this up i will make a nice tutorial for everybody step by step. we gonna add the caesan doctor (all the images are the same but with the brown shirt) So i add the images on: units/alien/caesan/newunit folder 1) I add the entrance on ITEM file: <Row ss:AutoFitHeight="0"> <Cell><Data ss:Type="String">Items.Caesandoctor</Data></Cell> <Cell ss:Index="4"><Data ss:Type="String">Capped</Data></Cell> <Cell><Data ss:Type="String">weapons/corpses/caesan_noncombatant_stunned</Data></Cell> <Cell ss:StyleID="s62"><Data ss:Type="String">Item.Dispose.Executed</Data></Cell> <Cell><Data ss:Type="Number">1</Data></Cell> </Row> 2)I add entrances for it on STRINGS file: <Row ss:AutoFitHeight="0" ss:Height="255"> <Cell><Data ss:Type="String">Items.Caesandoctor</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> <Cell><Data ss:Type="String">Caesan Doctor</Data><NamedCell ss:Name="_FilterDatabase"/></Cell> </Row> 3) I add a corpse entrance on the file CORPSEPROPS: (i will be using the noncombatent body for now...) <Corpse MODMERGEATTRIBUTE="name" MODMERGE="insert" name="Items.Caesandoctor"> <stockTextureName>weapons/corpses/caesan_noncombatant_stunned.png</stockTextureName> <dragTextureName>weapons/corpses/caesan_noncombatant_stunned.png</dragTextureName> <slotsizex>3</slotsizex> <slotsizey>5</slotsizey> <weight>25</weight> 4) Finnaly i add him on the AIPROPS file: <Rank MODMERGEATTRIBUTE="type" MODMERGE="insert" type="doctor"> <Props APs="50" Resilience="45" Strength="60" Accuracy="60" Reflexes="50" Bravery="40" /> <Decision MinimumAccuracy = "0.35"/> <Armour kinetic="0" energy="70" chemical="0" incendiary="0" /> <Items killed="Items.CaesanNonCombatantCorpse" stunned="Items.Caesandoctor" /> <BloodHitSprite name="particles/hit_alienblood/hit_alienblood" /> <Equipments> <Equipment> <PrimaryWeapon name="weapon.AlienPlasmaPistol" /> <Belt> <Item name="ammo.alienplasmacell" /> </Belt> </Equipment> </Equipments> </Rank> Last i replace the aliens from the LightScout Contents on UFOCOntent Folder: <Row ss:AutoFitHeight="0" ss:Height="13.5"> <Cell><Data ss:Type="String">Caesan_doctor_Passive</Data></Cell> <Cell ss:StyleID="s66"/> <Cell ss:StyleID="s66"/> <Cell ss:StyleID="s66"/> <Cell ss:StyleID="s66"/> <Cell ss:StyleID="s66"/> <Cell ss:StyleID="s66"/> <Cell ss:StyleID="s66"/> <Cell ss:StyleID="s66"/> <Cell ss:StyleID="s66"/> <Cell ss:StyleID="s66"/> <Cell><Data ss:Type="Number">2</Data></Cell> <Cell><Data ss:Type="Number">2</Data></Cell> <Cell><Data ss:Type="Number">2</Data></Cell> <Cell><Data ss:Type="Number">2</Data></Cell> <Cell ss:StyleID="s66"/> <Cell ss:StyleID="s66"/> <Cell ss:StyleID="s66"/> <Cell ss:StyleID="s66"/> <Cell ss:StyleID="s66"/> <Cell ss:StyleID="s66"/> </Row> <Row> <Cell><Data ss:Type="String">Caesan_technician_Passive</Data></Cell> <Cell ss:StyleID="s66"/> <Cell ss:StyleID="s66"/> <Cell ss:StyleID="s66"/> <Cell ss:StyleID="s66"/> <Cell ss:StyleID="s66"/> <Cell ss:StyleID="s66"/> <Cell ss:StyleID="s66"/> <Cell ss:StyleID="s66"/> <Cell ss:StyleID="s66"/> <Cell ss:StyleID="s66"/> <Cell><Data ss:Type="Number">1</Data></Cell> <Cell><Data ss:Type="Number">1</Data></Cell> <Cell><Data ss:Type="Number">1</Data></Cell> <Cell><Data ss:Type="Number">1</Data></Cell> <Cell ss:StyleID="s66"/> <Cell ss:StyleID="s66"/> <Cell ss:StyleID="s66"/> <Cell ss:StyleID="s66"/> <Cell ss:StyleID="s66"/> <Cell ss:StyleID="s66"/> </Row> <Row> <Cell><Data ss:Type="String">Caesan_Weaponsergeant_Defensive</Data></Cell> <Cell ss:Index="12"><Data ss:Type="Number">1</Data></Cell> <Cell><Data ss:Type="Number">1</Data></Cell> <Cell><Data ss:Type="Number">1</Data></Cell> <Cell><Data ss:Type="Number">1</Data></Cell> </Row> <Row> <Cell><Data ss:Type="String">Caesan_navigator_Defensive</Data></Cell> <Cell ss:Index="12"><Data ss:Type="Number">1</Data></Cell> <Cell><Data ss:Type="Number">1</Data></Cell> <Cell><Data ss:Type="Number">1</Data></Cell> <Cell><Data ss:Type="Number">1</Data></Cell> </Row> <Row> <Cell><Data ss:Type="String">Caesan_NonCombatant_Passive</Data></Cell> <Cell ss:Index="12"><Data ss:Type="Number">1</Data></Cell> <Cell><Data ss:Type="Number">1</Data></Cell> <Cell><Data ss:Type="Number">1</Data></Cell> <Cell><Data ss:Type="Number">1</Data></Cell> </Row> Still not working! it wont replace the aliens on the LIghtScout UFO (the first i crash down), its just using the regular aliens, and the game wont crash so i know its not activating for some reason. Can anybody plz help?? PS- im doing this mod using X:CE v0.34 if that counts for something.... Quote Link to comment Share on other sites More sharing options...
aajs Posted January 12, 2016 Share Posted January 12, 2016 Hi just seen this thread, Unfortunately I am not in front of my home PC right now, so don't have access to my XML files. Everything you have there sounds about right, but it might actually be this line that's causing the issue. <Rank MODMERGEATTRIBUTE="type" MODMERGE="insert" type="doctor"> I seem to remember having issues with this myself, and I managed to sort it in the end. If you don't have it working yet, try downloading my XMC Part 2 mod and searching the files for my Caesan Spy this should cover everything you need. I think your issue maybe something to do with your AIPROPS file. Don't forget to check the log files while you are actually playing the game. Quote Link to comment Share on other sites More sharing options...
gustavowizard Posted January 12, 2016 Author Share Posted January 12, 2016 i solved this part already, at least i think lol, what im having issues now is add a new weapon to a alien, i do everything like a x-com weapon add, plus the entrances on aiprops, but still the alien wont use weapons when i put some different from the vanilla ones, does the aliens have extra codes? Quote Link to comment Share on other sites More sharing options...
aajs Posted January 12, 2016 Share Posted January 12, 2016 Erm not sure, I think that should be fine as well. There used to be a guy called drags on this forum but have not seen a post from him in a while, now he pretty much knew everything about modding this game, however I will try to help where I can. In my choices part 2 I assigned multiple weapon loadouts to my aliens, as you can assign multiple sets of loadouts to the same alien and it will randomly use one. I am not sure if I ever got the alien try and use a custom weapon. But it should work, you would obviously have to have the sprites folder under ./units/alien/andron/weapon.yourweapon etc. Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted January 12, 2016 Share Posted January 12, 2016 Multiple weapon loadouts can be assigned to a particular class, but how the game assigns weapons is completely random. I'd suggest assigning EVERY class of a race the weapon you want to test, to make sure it's working. Quote Link to comment Share on other sites More sharing options...
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