Modding Urban Assault's Vehicles and Weapons

For those of us who are curious and like to poke around in the game's data files and scripts as well as glitching. Caters to anything from unit/building stats to level data to telling how to glitch and stories of game errors.

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Total votes: 18

Alfa
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Modding Urban Assault's Vehicles and Weapons

Post by Alfa » Sat Jul 26, 2008 10:30 am

Thanks to everyone for their appreciation, but this thread is now finished.
  • You can still vote.

For those who don't know how to do it... I present: The Guide to Modding Urban Assault's Vehicles and Weapons! (And possibly other things.)
Stefan 'OPTI' Karau wrote:THE FINE ART OF MAKING KAWUMM! & KAZONG!
FILES, CONTENTS AND USES
o .SCR Scripts
  • Weap_U.scr contains weapon used the by the user.
    Weap_F.scr contains the rest of the weapons.
    user.scr contains the vehicles used by the user.
    STEFAN.scr contains the useable buildings (tech-upgrades(gem sectors), beam gates, powerstations, etc.).
    STARTUP.scr and STARTUP2.scr seem to be manifest lists. (Should not gently caress around with them!)
    Ssnd.scr defines the sounds that something in the world uses. (Weapons, vehicles, etc.)
    ROBOS.scr contains the data for every host station in the game. :awsm:
    netrflak.scr contains the data of the modified flaks used in multiplayer games.
    net_ypa.scr don't touch this. It's a manifest file for multiplayer games.
    Net_Robo.scr contains the modified user host stations used in multiplayer games.
    NET_BLDGS.scr contains the modifed buildings used in multiplayer games.
    modify.scr seems to be some kind of unbalancing mod that was probably used in the developement stages.
    inetrobo.scr same as Net_Robo.scr, only it's used for internet games.
    inet_ypa.scr same as net_ypa.scr, only it's used for internet games.
    FLAKS.scr self-explanatory, am I rite? (Data for flaks, dumb shit.)
    Feinde.scr contains the vehicles not used by player.
    BUILD.scr contains the data for the buildings you can build in the game.
    bruch.scr FX data. (Gibs, booms, etc.) Probably should leave it alone.
SIMPLE MODS (USER.TXT)

Note: if you mess up, simply launch UA and create a new save profile. DING! Everything is default in your new save.

How to do it?
First off, go to your Urban Assault directory (i.e D:/Program Files/Microshit Games/Urban Assault), and look for a folder called SAVE. Yeah. In there, you should find a folder of your save game (SDU7, probably), and in there a .txt file called user.txt. Open it up. There should be a whole bunch of crap that you dont need to care about right now, so just scroll down until you see something like this:

Code: Select all

modify_vehicle 1
    enable         = 1
    disable        = 2
    disable        = 3
    disable        = 4
    disable        = 5
    disable        = 6
    disable        = 7
    shield         = 95
    energy         = 3000
    num_weapons    = 2
    weapon         = 107
    radar          = 3
    fire_x         = 0.00
    fire_y         = -7.00
    fire_z         = 16.00
end
Heh, I think the title of the code already says enough. And as you can see, my Weasel has 95% armor and 30 points of energy. It also shoots a flak projectile. (It goes really really far and fast.) It shoots 2 of them with one shot.

Modifying your vehicles should be simple enough, and thanks to this awesome forum, we have a complete list of vehicles and their unique ID numbers. (Weasel = 1, Fox = 16, for example.) Making your vehicle gain energy each hit it takes is simple, just make the shield value to over 100. 200 will give you the amout of energy that the weapon you got hit by would deal damage. (Leonid shell: 410 pts of energy gained each hit.)


Modding weapons is basically the same.
Only the things you'll want to change are slightly different.

Code: Select all

modify_weapon 1
    enable         = 1
    disable        = 2
    disable        = 3
    disable        = 4
    disable        = 5
    disable        = 6
    disable        = 7
    shot_time      = 1000
    shot_time_user = 650
    energy         = 40000
end
(Weapon 1 is Weasel's weapon, duh.)
Please note, not everything in the vehicles or weapons can be modified using the user.txt. Anyway, here, I've made the weasel's... missile deal 400 points of damage.

NOTE: Remember that for each value (i.e, energy) the last 2 zeroes will be eliminated. So, if you want your Tiger to have 500 energy, make sure you type in [energy = 50000] instead of just [energy = 500]. Oh and, make sure you ALWAYS have that magical end at the end of each vehicle. Sometimes you accidentally might remove it, and the game crashes and possibly breaks. (Has happened to me.)


Now go make them über machines!

(I believe you can modify the script files by simply changing the file extension to .txt and then opening with notepad. Going to test that when I got some time.)


SCRIPT FILES

It seems I was right. You can indeed modify the Urban Assault script files by changing the file extension to .txt and opening with notepad. This is actually really gently caress cool! (I just keep finding new and more awesome features of this game. <3) You can find the file I am using as an example here in your UA directory/data/scripts. This file is Weap_U.

NOTE: Changes to user.txt overrides changes to script files. Create a new save before you do anything else! Might also have to keep overwriting the save file as you mod the scripts. :|


WEAPONS!

I always wanted to mod the weapons. Here's the pitty Fox ground-to-air missile.
On with the example, eh.

Code: Select all

;------------------------------------------------------------------------------------------------------------------------------------
;
;       WHIZKID2
;
;       WAFFE FÜR FOX. 
;
new_weapon      16
        model                   =       missile
        name                    =       WHIZKID2
        wireframe       =       wireless/otlw16.sklt

        energy          =       10000
        mass                    =       30.0
        force                   =       5000.0
        maxrot                  =       3.0
        airconst        =       40.0
        start_speed     =       100
        life_time               =       1800
        shot_time       =       2100		; 2000
        shot_time_user  =       1100		; 1000
	radius	=	40
        
        type_icon       =       I       ; debug

        vp_normal       =       98
        vp_fire         =       98
        vp_dead         =       67
        vp_wait         =       98
        vp_megadeth     =       69
        vp_genesis      =       98

        shk_hit_slot    = 1
        shk_hit_time    = 300
        shk_hit_mag0    = 0.5
        shk_hit_mag1    = 0
        shk_hit_z       = 0.0

        pal_hit_slot            =       4
        pal_hit_mag0            =       0.04
        pal_hit_mag1            =       0
        pal_hit_time            =       40

        energy_tank		= 0.7		; 1
        energy_heli		= 1		; 1.5
        energy_flyer		= 1		; 1.5
        energy_robo		= 0.65		; 0.7

        radius_tank		= 40
        radius_heli		= 60
        radius_flyer		= 80
        radius_robo		= 40

end
As you can surely see, the code is much longer and there is a ton more stuff to play around with! Good for us. I havent figured out what everything of the things above do, but I'll be adding here as I learn. I'm pretty fast. Let's start with some basic stuff, like the life_time. life_time should be pretty self-explanatory. It defines how long the projectile lives. (Meaning how far it can go. That also depends on the force.) Now, the fox missile has a really, really low range. I really dont like that. (The reason why my fox shoots serps!)

Let's try a slight modification.

Code: Select all

;------------------------------------------------------------------------------------------------------------------------------------
;
;       WHIZKID2
;
;       WAFFE FÜR FOX. 
;
new_weapon      16
        model                   =       missile
        name                    =       WHIZKID2
        wireframe       =       wireless/otlw16.sklt

        energy          =       20000
        mass                    =       30.0
        force                   =       9000.0
        maxrot                  =       3.0
        airconst        =       40.0
        start_speed     =       100
        life_time               =       2500
        shot_time       =       2100		; 2000
        shot_time_user  =       1100		; 1000
	radius	=	40
        
        type_icon       =       I       ; debug

        vp_normal       =       98
        vp_fire         =       98
        vp_dead         =       67
        vp_wait         =       98
        vp_megadeth     =       69
        vp_genesis      =       98

        shk_hit_slot    = 1
        shk_hit_time    = 300
        shk_hit_mag0    = 0.5
        shk_hit_mag1    = 0
        shk_hit_z       = 0.0

        pal_hit_slot            =       4
        pal_hit_mag0            =       0.04
        pal_hit_mag1            =       0
        pal_hit_time            =       40

        energy_tank		= 0.7		; 1
        energy_heli		= 1		; 1.5
        energy_flyer		= 1		; 1.5
        energy_robo		= 0.65		; 0.7

        radius_tank		= 40
        radius_heli		= 60
        radius_flyer		= 80
        radius_robo		= 40

end
I advise you to start with slight modifications, this is new to me, too. I havent pushed the primitive engine of Urban Assault to the limits just yet :roll:.

I made the life_time value 2500, and force 9000. It now deals twice the damage than it used to. (Energy value.) I've no idea what units they use in this code, by the way. I expect it to make the missile just slightly faster and go relatively far. Probably pretty much like the Falcon missile.

Save, change it back to a .SCR file and test.

Alright, lets move on to maxrot! Maxrot is the projectile's maximum ability to turn and track its target. Now for some reason, it appears that the LOWER the value is, the better it turns, so we'll make the value 1.0. (Damn Germans!)

Code: Select all

...
        maxrot                  =       1.0
...
ProTip: The force of the projectile naturally affects it's ability to turn to it's target! You might want to balance your projectiles between speed, range and homing ability.

Once again, save, convert back to .SCR and test.


Alright, I've confirmed that what Is stated above works just fine.
End of example. Let's move on.

About projectile types!
Missile: A homing missile. (Fox, Falcon, Hornet, etc.)
Rocket: Almost like the missile, but it's not homing. Simple. (Gharcoil, Gharcoil 2, Wasp, etc.)
Grenade: It's similar to a bullet. Goes fast, but also has a drop-off in the trajectory. (Most flaks use this, also such as Tekh-Trak, Jaguar and Tiger.)
Bomb: What, do I really have to explain this? It falls down and causes havok on your enemies. (Mnosjetz, Marauder, Zeppelin.)

That's all I've encountered so far. Changing a projectile's type is simple. Here's how:

Code: Select all

;--------------------------------------------------------------------------------------------------------------------------------------
;
;       TAERKASTEN-ROBO-FLAK    (Internet)
;
;
new_weapon      123
        model                   =       grenade <----- Change this into any of the types above.
        name            =       TAER_FLAK
...
Does that figure it to you? Great. Let us move on to the next basic thing:

salve_shots and salve_delay.
Here's the code of Jaguar's dual-shot cannonz0r.

Code: Select all

;--------------------------------------------------------------------------
;
;       GRANATE1
;
;       WAFFE FÜR JAGUAR
;       Panzer-Granate, schnell und wirkungsvoll
;
new_weapon      2
        	model          	=       	grenade
        	name                    	=       	GRANATE1
        	wireframe       	=       	wireless/otlw2.sklt

        	energy         	=       	12000
        	mass                    	=       	50
        	force                   	=       	7000
        	maxrot                  	=       	1.5
        	airconst        	=       	10
        	start_speed     	=       	700
        	life_time               	=       	1800
        	shot_time       	=       	200
        	shot_time_user  	=       	200
        	salve_shots   	= 	30 
        	salve_delay   	=   	1000
	radius		=	20

        	type_icon       	=       	I

        	vp_normal       	=       	68
        	vp_fire         	=       	68
        	vp_dead         	=       	67
        	vp_wait         	=       	68
        	vp_megadeth     	=       	70
        	vp_genesis      	=       	68

        	shk_hit_slot 	=       	1
        	shk_hit_time	=       	400
        	shk_hit_mag0	=       	0.8
        	shk_hit_mag1	=       	0
        	shk_hit_x    	=       	0.2
        	shk_hit_y       	=       	0.2
        	shk_hit_z      	=       	0.0
        	shk_hit_mute    	=       	0.04

        	pal_hit_slot     	=       	4
        	pal_hit_mag0   	=       	0.05
        	pal_hit_mag1    	=       	0
        	pal_hit_time    	=       	120

        	energy_tank	= 	1
        	energy_heli	= 	0.7
        	energy_flyer	= 	0.5
        	energy_robo	= 	1.5

        	radius_tank	= 	30
        	radius_heli	= 	10		
        	radius_flyer	= 	10		
        	radius_robo	= 	20
end
I've already made modifications to former dual-cannon (now a 30 shot repeating cannon). It's fairly simple but fun. This is very useful if you're planning to make a heavy machine gun into your game or mod.

Code: Select all

        	shot_time       	=       	200 <--- How long does it take to load the next round. (AI)
        	shot_time_user  	=       	200 <--- How long does it take to load the next round. (Player)
        	salve_shots   	= 	30  <--- How many shots can we shoot in a row until reload.
        	salve_delay   	=   	1000 <--- Reload time between the # of shots.
More useful stuff coming this thread's way! Look out.

Projectile's mass
The code behind it:

Code: Select all

;--------------------------------------------------------------------------------------------------------------------------------------
;       WAFFEN FÜR USER-ROBO    90......93
;--------------------------------------------------------------------------------------------------------------------------------------
;
;       	ROBOFLAK	VORN (Resistance Host Station flak turrets)
;
new_weapon      90
        model                   =       rocket
        name                    =       VORNRAUS
        energy          =    4000		; 1600 8000
        mass                    =       50 <--- This here.
        force                   =       50000
        maxrot                  =       1.2
        airconst        =       40
        start_speed     =       120     	; 200
        life_time       =      1700 		; 4000 2000
        ; drive_time                    ; DEFAULT
        ; delay_time                    ; DEFAULT
        shot_time       =       950
        shot_time_user  =       350
	radius	=	50

        type_icon       =       I                       ;DEBUGICON      

        vp_normal       =       284	; 114
        vp_fire         =       114
        vp_dead         =       112
        vp_wait         =       114
        vp_megadeth     =       112
        vp_genesis      =       114

        shk_hit_slot            =       1
        shk_hit_time            =       200
        shk_hit_mag0            =       0.2
        shk_hit_mag1            =       0
        shk_hit_z               =       0.0
        shk_hit_mute            =       0.04

        pal_hit_slot            =       4
        pal_hit_mag0            =       0.05
        pal_hit_mag1            =       0
        pal_hit_time            =       120

end
The mass of a projectile affects how heavily it knocks the target upon impact. (The resistance host station's flak has a mass of 50.)It's fairly useful if you want to make a laz0r beam that pushes enemies away!


WEAPONS EFFECTZ0RZ
HEADS UP! I might be releasing a mod that adds fancier weapon explosion effects into the game soon. Stay tuned.

Now this requires sosme skill and lots and lots of testing. (And a bit more of testing.) But, I'm going to include it anyway. Eventually someone would ask for it, right?

This is Weasel, by the way.
Let us get to it.

Code: Select all

        vp_normal       =       360	; 114
        vp_fire         =       360		; 114
        vp_dead         =       67
        vp_wait         =       360		; 114
        vp_megadeth     =    69
        vp_genesis      =       98
As you can see, the effects are named very strangely. I had a lot of trouble figuring out which does what, but eventually it came clear. I'm gonna be generous and save you from the trouble.

Legend
  • vp_fire is the appearance of the projectile when firing. This also includes effects used during firing. (Smoke puffs, etc.)
    vp_normal is the normal appearance of the projectile while it is in flight. Includes the effects when the projectile is midair.
    vp_dead is the effect when the projectile dies without hitting anything.
    vp_wait I don't know what this is. I didn't see any change when I altered it... Odd.
    vp_megadeth is the effect when the projectile hits the world.
    vp_genesis is the effect when the projectile hits another unit.
Complete list of effects:
Dude, even I can't be bothered to do that much! Your best option is to open a few other scripts and look for other vehicles' and weapons' effects. Good luck!

VEHICLES!

I think this might be easiest to explain using another tutorial! So, let's get to it. In this tutorial we'll be making modifications to the Falcon. (Erazer.)

Code: Select all

;--------------------------------------------------------------------
;
;  	ERAZER
;
;   	Klassische Mig-37, mit Lenkraketen.
;	Extrem schnell.
;
new_vehicle 	4
    	model     		= 	plane
    	name      		= 	ERAZER
	wireframe	=	wireless\otljet1.sklt

	hud_wireframe	=	wireless\nh1.sklt
	wpn_wireframe_1	=	wireless\nh3.sklt
	wpn_wireframe_2	=	wireless\nh5.sklt
	mg_wireframe	=	wireless\nh2.sklt

	vo_type		=	7		; light aircraft

    	energy      	= 	25000		; Ich hab den Preis mal nahezu verdoppelt. (vorher 10000)
    	shield      	= 	30		; Dafür den Schild von 70 runtergesetzt.
    	mass        	= 	100
    	force       	= 	40000
    	maxrot      	= 	2.0
    	airconst    	= 	150.0
    	height      	= 	190.0
    	radius      	= 	80.0
    	overeof     	= 	15.0
    	vwr_radius  	= 	40
    	vwr_overeof 	= 	30

	adist_sector 	=	900                  	
    	adist_bact  	= 	900
	sdist_sector	=	400
	sdist_bact	=	500

    	vp_normal   	= 	71                	; siehe visproto.lst
    	vp_fire     	= 	76
    	vp_megadeth 	= 	72
    	vp_wait     	= 	74
    	vp_dead     	= 	75
    	vp_genesis  	= 	73
    	type_icon   	= 	E
	
	pal_explode_slot		=	1				; ROT
	pal_explode_mag0	=	0
	pal_explode_mag1	=	1
	pal_explode_time		=	160

	shk_explode_slot		= 	1
	shk_explode_time	= 	200
	shk_explode_mag0	= 	4
	shk_explode_mag1	=	3
	shk_explode_x		=	1
	shk_explode_y		=	0
	shk_explode_z		= 	0
	shk_explode_mute	=	1

    	weapon      	= 	4                 ; siehe weapon.lst
    	mgun        	= 	49                ; siehe weapon.lst
	gun_angle       	=	0
	;   gun_radius                      	; DEFAULT
	gun_power	=	7000

    	fire_x      		= 	40
    	fire_y      	= 	14
    	fire_z      		= 	-20

	dest_fx = death_42_0_-20_0	
	dest_fx = death_43_-20_30_20
	dest_fx = death_44_20_20_50
	dest_fx = death_46_11_70_0	
	dest_fx = death_84_-20_0_-20 
	dest_fx = death_81_-20_-10_-20
	dest_fx = death_84_+20_-20_-20
	dest_fx = death_45_25_50_0

	dest_fx = death_127_0_0_0	; BLASSBLAU

        job_fightrobo           =  2
        job_fightflyer          = 9
        job_fighthelicopter     = 8
        job_fighttank           = 1		; 2
        job_conquer             = 2		; 1
        job_reconnoitre         = 5

end
The things I want you to concentrate on in this tutorial are the following.

Code: Select all

	vo_type		=	7		; light aircraft

    	energy      	= 	25000		; Ich hab den Preis mal nahezu verdoppelt. (vorher 10000)
    	shield      	= 	30		; Dafür den Schild von 70 runtergesetzt.
    	mass        	= 	100
    	force       	= 	40000
    	maxrot      	= 	2.0
    	airconst    	= 	150.0
    	height      	= 	190.0
    	radius      	= 	80.0
    	overeof     	= 	15.0
    	vwr_radius  	= 	40
    	vwr_overeof 	= 	30
I've already made mods to the Falcon. I increased the energy to 200, decreased the armor to 30 and made it a hell lot faster. Optionally, after you're finished with this tutorial you can
make the Phantom and Tien-Ying faster and cheaper (enemies use them more) for realistic air battles. (I recommend!)

ProTip: When you increase the speed (force) of an aircraft, you MUST take in account the physics.

I increased the speed with about a 10000 units. To compensate the trouble steering I encountered, I decreased maxrotat to 2.0, increased height to 190 and decreased airconst to 150. I think I also changed overeof to 15.0. This is another thing you need to test a lot and tweak it to perfection. I really recommend you do that with time and patience, it's worth it in the end.

Let's move on the effects associated with the vehicle...

Code: Select all

    	vp_normal   	= 	71 ;71, 327               	; siehe visproto.lst
    	vp_fire     	= 	76 ;76, 329
    	vp_megadeth 	= 	105  ; 72, 56, 160, 14, 105
    	vp_wait     	= 	74 ;74, 328
    	vp_dead     	= 	75 ; 75, 331, 160
    	vp_genesis  	= 	73 ;73, 330
You might recall the vp_ stuff from the weapon effects section. They arent that much different when it comes to vehicles, but they still arent the same...

Legend
  • vp_fire is the firing effect. (Nothing much changes.)
    vp_normal is the appearance of the vehicle while moving.
    vp_dead is the appearance of the vehicle when it's destroyed.
    vp_wait is the appearance of the vehicle when it's idle.
    vp_megadeth is the effect when your vehicle finally hits the dirt.
    vp_genesis the kaboom when your unit gets owned.
If you want to be even more hardcore, then you can add super special effectz0rs like this...

Code: Select all

	dest_fx = death_42_0_-20_0	
	dest_fx = death_43_-20_30_20
	dest_fx = death_44_20_20_50
	dest_fx = death_46_11_70_0	
	dest_fx = death_84_-20_0_-20 
	dest_fx = death_81_-20_-10_-20
	dest_fx = death_84_+20_-20_-20
	dest_fx = death_45_25_50_0

	dest_fx = death_127_0_0_0	; BLASSBLAU, end of normal effects.

        dest_fx = megadeth_124_0_0_0	; ROTE STRAHLS
        dest_fx = megadeth_21_0_0_0	; WUASCHEL KLEIN

        	dest_fx	= 	megadeth_125_0_0_0		; BEIN
        	dest_fx	= 	megadeth_124_0_0_0		; STRAHLS
Heh, now it's enjoyable to see your own falcons hit the ground and explode!



I'm afraid this concludes my guide. You should be able to mod Urban Assault by yourself fairly well now... Everything has an end.
You can find the Urban Assault default scripts and my personal custom scripts in the SVN. They might come useful. A changelog is included. Enjoy modding and have fun owning.

I hope you found this guide useful and enjoyed learning with it!
Last edited by Alfa on Mon Aug 04, 2008 6:29 pm, edited 18 times in total.
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O Y ME
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Re: Modding Urban Assault's Vehicles and Weapons

Post by O Y ME » Sun Jul 27, 2008 12:34 am

I'm stickying this. Awesome vehicle guide. And to think I thought I was going to have to ask somebody if they knew how the scripts work but now that's no longer necessary. Now all we need is a change what the units and host stations look like guide and we'll be set.

Also, you mentioned your Vista detecting scripts as screensavers. My XP does this to but there is a simple way around it. Simply open a blank notepad, then have it display all files, then go to the scripts of your UA directory and you should be able to access them. Thanks goes to LeftyLink for telling me about this
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Re: Modding Urban Assault's Vehicles and Weapons

Post by Brachy UA FREAK » Sun Jul 27, 2008 11:11 am

HINT to ALFAs GUIDE
this only work with the units of the resistance u have ot change scripts for changing exampe leonid weapons
GET YOUR HANDS OFF FROM THAT PARASITE!
Or
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Re: Modding Urban Assault's Vehicles and Weapons

Post by Alfa » Mon Jul 28, 2008 2:58 pm

Brachy UA FREAK wrote:HINT to ALFAs GUIDE
this only work with the units of the resistance u have ot change scripts for changing exampe leonid weapons
HINT to Brachy UA FREAK! Yes, you can modify any weapon or vehicly using the .scr scripts. (Non-resistance weapons are stored in Weapons_F.scr and non-resistance vehicles are stored in Feinde.scr.) :) I did say that in the tutorial, you know.
Last edited by Alfa on Mon Jul 28, 2008 3:21 pm, edited 1 time in total.

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Re: Modding Urban Assault's Vehicles and Weapons

Post by Alfa » Mon Jul 28, 2008 4:31 pm

O Y ME wrote:I'm stickying this. Awesome vehicle guide. And to think I thought I was going to have to ask somebody if they knew how the scripts work but now that's no longer necessary. Now all we need is a change what the units and host stations look like guide and we'll be set.

Also, you mentioned your Vista detecting scripts as screensavers. My XP does this to but there is a simple way around it. Simply open a blank notepad, then have it display all files, then go to the scripts of your UA directory and you should be able to access them. Thanks goes to LeftyLink for telling me about this
The way the units and host stations look like, eh? Hmm... :roll: Ah, I think thats already possible by altering the scripts. I'll test a few ideas I got about that later.

Edit: The 'models' of the units in the game are stored in .SKL files under the folder named wireless, however, I've no idea how or even why would that work. .SKL files are some kind of metadata files used by Adobe Authorware. They don't seem too related...

Sorry, if theres any way your wish could be done, I sure as hell don't know how.

If it's any comfort, you can change your fox to look like a Tekh-Trak with the scripts, but you can't make the fox look like a potato by editing the model. Atleast, as far as I know. I'll add that this thread when I've tested it and figured out how to make it work properly.

Thanks for the input.
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Re: Modding Urban Assault's Vehicles and Weapons

Post by Quadda25 » Tue Jul 29, 2008 6:28 pm

Greetings. Good to see people still interested in this stuff. For those of you who are not familiar with me, I'm an original member, moderator and modder from UAHQ. I've been lurking around seeing what's been going on lately with UA, and found that, to my surprise, people are still pretty active.

Unforunately, as a level/script modder, the fun can only go so far. To date, nobody has figured out how to input new vehicle models or modify existing ones. Many think that the SKL files hold this info, but that's no the case. The SKL files are the "framework" for the HUD information for every vehicle and their little wireframe drawing when you're in first person mode.

Unfortunately, it's not even possible to completely change any information involving new models; for host stations or vehicles. In the past, talking with some of the Terratools guys revealed that the actual models may be imbedded somewhere among a larger file. Obviously each command line for a vehicle references a number SOMEWHERE in the game. It just hasn't been found yet, and it may be the case that it requires a certain program to extract and open; not just any 3D model creator.

As some of you may know, Metroplis Dawn implemented an array of new vehicles which means that it's hidden somewhere - just have to keep poking if you really want to continue with such an outdated game. Even with new images, that would only take you so far. You can only do so much with weapons. In the past, we've managed to create land mines, nuclear weapons with massive shockwaves, beam weapons, lob weapons and even realistic missile weapons that appear to "drop" from the vehicle then take off at a target.

I still have many projects that remain unfinished. I was working on my own "expansion" for quite some time. Modifying everything from Mission Briefing screens, to the level map - even mouse cursors and icons. Unforutunately the UAHQ community died so fast after many of us left to play StarCraft, then the death of Allan sealed the deal. I do feel, however, that I may get an itch sometime in the future to continue messing with my projects and perhaps release them here, one day.

Again, nice to see some fellow fans. :) /tiphat
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Re: Modding Urban Assault's Vehicles and Weapons

Post by Alfa » Tue Jul 29, 2008 6:32 pm

Quadda25 wrote::words:
Hey, nice to see another scripter/modder here. Welcome. You wouldn't have any idea why my UA locked up? My modifications dont affect the game anymore... :cry:
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Re: Modding Urban Assault's Vehicles and Weapons

Post by Quadda25 » Tue Jul 29, 2008 6:35 pm

What do you mean by locked up? Explain what's happening.
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Re: Modding Urban Assault's Vehicles and Weapons

Post by Alfa » Tue Jul 29, 2008 6:38 pm

Alfa wrote:My modifications dont affect the game anymore... :cry:
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Re: Modding Urban Assault's Vehicles and Weapons

Post by Quadda25 » Tue Jul 29, 2008 6:42 pm

How many "saved" games do you have? You shouldn't have any to be honest - it always makes things screwy if you edit after saving. If that doesn't work - copy your script files you've edited and back them up. Copy the level files as well and back those up. Reinstall UA and put the scripts and levels back in.

I'm pretty sure it's due to saved games though.
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