STEAM GROUP
Cossacks 3 Mod Innitiative Group C3MIG
STEAM GROUP
Cossacks 3 Mod Innitiative Group C3MIG
0
IN-GAME
5
ONLINE
Founded
September 21, 2016
Language
English
Showing 1-8 of 8 entries
2
Dec 16, 2016 @ 8:32pm
Unit.script decoding (findings)
2
Oct 19, 2016 @ 8:08am
Mods and Multiplayer
1
Sep 28, 2016 @ 10:32pm
Locale/Language Editor
17
Sep 28, 2016 @ 2:26pm
3D models file format
9
Dec 2, 2018 @ 1:35am
Adding units
11
Oct 2, 2016 @ 12:49am
noah's findings/modding stuff
2
Sep 24, 2016 @ 5:53pm
Building costs
6
Oct 5, 2016 @ 11:39am
Building Editing
Hello,

it strikes me as odd that the peasant's building UI would have no slots left for additional buildings. I quickly started up the ingame editor to check. Go to the originals nation, select the peasant and you'll see it can handle however many buildings are defined in the country.script

BlockHouses[puu.sh]

They are at position 6 0 and 7 0.

They would have to be added under the Fixed_Produce entries for the nations peasants. Perhaps a few other entries aswell (Members,....)

Look for these lines, as they already exist in the originals nation:

_country_AddFixedProduceWithAccessControl(country, fixedproduceind, member, 'misblg', 6, 0, ind, '', '', '');
_country_AddFixedProduceWithAccessControl(country, fixedproduceind, member, 'misblg2', 7, 0, ind, '', '', '');

And compare with how other buildings are defined.


Don't go overboard with this though, as not everyone has a large screen, and the more buildings you add, the more likely the UI will go over/under the minimap.

Just to make my point more clear. I moved them around to slot 0 0 and slot 21 2
Still fits nicely on my screen:

BlockHouses2[puu.sh]



Country.script file is such a mess. Nothing like the old .nds files. :P



Edit:
About the walls engaging enemies.
A few things will be needed for sure.
- Shotpoints. Look at data\game\var\objcustom.cfg for a reference. These are the points at which the shots originate from.
eg. from the blockhouse
  • : struct.begin
    sid = misblg
    ShotPoints : struct.begin
  • : struct.begin
    x = 0.448712795972824
    y = 1.39999973773956
    z = 1.65648627281189
    bcustomdir = True
    minangle = 95
    maxangle = 175
    struct.end
  • : struct.begin
    x = 0.00706589128822088
    y = 1.39999973773956
    z = 1.24702835083008
    bcustomdir = True
    minangle = 95
    maxangle = 175

    Such entries would probably have to be added to:
    data\game\var\wallcustom.cfg
    Not sure how easily these can be modded, they arent buildings like others.
    This could be really painfull to add these entries. For C1 there used to be an MD editor tool, which allowed you to fire up the graphics and you could mouse over any point to get the exact values. No such tool yet for C3, or perhaps there's an inbuilt tool, like the Fires&Smokes editor which also uses similar values. I haven't looked that far.

    - Weapon definitions so it knows which type of weapon to fire with. I'm sure you could look at how the blockhouses are setup for reference.

    - ....


    :)
Showing 1-8 of 8 entries