Modding Spotting Types
Moderators: Balthagor, Moderators
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- Corporal
- Posts: 3
- Joined: Feb 01 2020
- Human: Yes
Modding Spotting Types
Hi, Im new at Modding SRU. I started some days ago editing the DEFAULT.UNITS , making some new units and make some ajusts to others, then i tried to change some Spotting Types and start to tink if is possile to edit the Spotting Types.it is possible? if is possile, how could be done?
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- General
- Posts: 1354
- Joined: Jan 11 2016
- Human: Yes
Re: Modding Spotting Types
You should be able to adjust existing or define your own spotting types by editing spotting.csv found in the ini folder in SR root. Not sure if you can define a separate document of if you need to edit the base file.
Also I am fairly certain the asset manager does not support editing it so you probably need to edit it with a text editor.
You can also find information about how the spotting stats work on the wiki if you need more information about how spotting works
link
Also I am fairly certain the asset manager does not support editing it so you probably need to edit it with a text editor.
You can also find information about how the spotting stats work on the wiki if you need more information about how spotting works
link
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- Corporal
- Posts: 3
- Joined: Feb 01 2020
- Human: Yes
Re: Modding Spotting Types
Thanks man, this really helps, and the link too. looks like spotting is more complex than i think, i will take that in consideration to make my units.
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- Brigadier Gen.
- Posts: 629
- Joined: Aug 10 2017
- Human: Yes
Re: Modding Spotting Types
you can define a separate spotting file, you just need sure to make that it is loaded in your scenario file:
see code example:
the important task here is to either change the default spotting file in allsourceload.ini or like i did
comment the file out with // , include the other files and of course your own spotting file.
just in case you like to change spotting value of subs: you need to give the subs a first "normal" spotting value
(at least long time ago, i experienced that the sub spotting value was not used)
see code example:
Code: Select all
//#include "AllSourceLoad.INI", "INI\"
#include "RTreaties.CSV", "INI\"
#include "WTreaties.CSV", "INI\"
#include "WMVotes.CSV", "INI\"
#include "Training.CSV", "INI\"
#include "DTspotting.CSV", "INI\"
comment the file out with // , include the other files and of course your own spotting file.
just in case you like to change spotting value of subs: you need to give the subs a first "normal" spotting value
(at least long time ago, i experienced that the sub spotting value was not used)
my mods
http://www.bgforums.com/forums/viewtopi ... 79&t=25932 (even techs and units for everyone - AI will own you too)
http://www.bgforums.com/forums/viewtopi ... 79&t=29326 (MARSX2)
http://www.bgforums.com/forums/viewtopi ... 79&t=25932 (even techs and units for everyone - AI will own you too)
http://www.bgforums.com/forums/viewtopi ... 79&t=29326 (MARSX2)
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- Corporal
- Posts: 3
- Joined: Feb 01 2020
- Human: Yes
Re: Modding Spotting Types
Thanks man, sorry i answear a litle late . This look interesting, i gona take a time to make some experiences with the scenario file and try this.