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Ufo:am Reference Documents


Fnurg

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For a while now, Sigget and myself have been working on documenting all the files that UFO:AM uses. I've also written a little guide to modding which explains how to add a new weapon and add it to the manufacturing tree.

 

Its a work in progress with a lot of sections still to be written and others needing to be rewritten.

 

Anyways, take a look and tell me what you think. Any contributions would be most welcome :rolleyes:

 

UFO:AM Reference Documents

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Neat! :rolleyes: I'll take a closer look later. One thing though. There's an empty table here: https://ufo.mimesisfixers.com/ref_formats.html

 

And these ones is not there:

https://ufo.mimesisfixers.com/modguide/units.htm

https://ufo.mimesisfixers.com/modguide/phases.htm

https://ufo.mimesisfixers.com/modguide/ai.htm

 

Guess you knew, but I thought I'd mention it anyway. Well done! :tank:

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:rolleyes: Yup, just that sort of thing.

I've noticed the following things that I "disagree" with:

 

ACCURACY_AIMEDA - This is actually the Effective range for Aimed mode, ditto for ACCURACY_BURSTA.

 

Duration also applies to paralysis.

 

Looks like I'll actually have to do some work today afterall. :tank:

 

EDIT: Also, I don't suppose you've figured out which IDs refer to which Transgenants?

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Cheers for them follow-ups and well spotted! I'll ammend the file straight away.

 

I think it'll be easy enough to look up the transgenants Ids. Compare the IDs with the files in the localizationpack.vfs. heh. in theory :rolleyes:

 

Thanks again for the heads up.

 

PS. Sorry for spoiling your day :o

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Yeah, I was wondering where the Glossary text would be. I searched through all the directories/sub-directories & couldn't find a #### thing. Didn't occur to me to have a look in the localizationpack.vfs...

Oops.

I'll have a look at that tonight. Unless ofcourse you might be able to email me the relevant txt file (Mutants.txt I think) then I'd be able to make my spreadsheets properly accurate vis-a-vis the names of the transgenants...

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Aaaaaand? Where is it ??? :rolleyes:

 

Btw, Fnurg and Sigget, i know my little tutorial about savegame modding is hardly what could be described as organized, but it contains a lot of info about the soldiers/units, maybe you can add this info to your missing unit/monsters site.

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Hehe. 30 hours of modding and still nowhere near finished. Shees. Its only a few new weapons and research options :rolleyes:

 

Heres a little tip for people wanting to display their mod title in the main menu.

 

open the file strategic\configs\interface\main\mainwnd.txt

 

after line 9 (END_OF_MODEL) add the following

        TEXT "MAIN_LABEL_MYMOD-CAPTION"
         POSY 130
         WIDTH 0
         HEIGHT 0
         TEXT_COLOR
           TEXT_COLOR_DEFAULT 100 100 255
           TEXT_COLOR_FOCUSED 100 100 255
           TEXT_COLOR_ACTIVE 100 100 255
           TEXT_COLOR_FOCUSED_AND_ACTIVE 100 100 255
           TEXT_COLOR_PRESSED 255 0 0
           TEXT_COLOR_DISABLED 180 180 180
           TEXT_COLOR_CHECKED_AND_DISABLED 100 100 255
           TEXT_COLOR_CHECKED 100 100 255
           TEXT_COLOR_CHECKED_AND_PRESSED 100 100 255
           TEXT_COLOR_CHECKED_AND_FOCUSED 100 100 255
           TEXT_COLOR_CHECKED_AND_ACTIVE 100 100 255
           TEXT_COLOR_CHECKED_AND_FOCUSED_AND_ACTIVE 100 100 255
         END_OF_TEXT_COLOR
         FONT "VERDANA_10"
         POSX_CENTER 0
       END_OF_TEXT

and in localizationpack, file listofinter.txt add

  STR_RES
   ID MAIN/MAIN_LABEL_MYMOD-CAPTION
   LOCALE "Running Mymod Version 1.0"
 END_OF_STR_RES

 

the interface is so moddable! the whole thing can be redesigned (which is nice for those doing TC's)

 

anyway, hope this is of some use :tank:

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