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Vanilla maps

Vanilla maps

I had a question.  i want to try and change the vanilla maps and change what each island can give you.  If i were to change all classes of ships to be one island that you have that would be great, and add classes of ships to the map like adding a New york class BB to island capture as none of the maps have it..  It would solve the problem of spawning ships classes like crazy in certain regions of the map..or getting insta reinforcements.  It would be best if they all came from main base.   Any ideas on how to do this? I already Dled the BSPripper

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Re: Vanilla maps

I'd like to know as well.

i2Cold
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Re: Vanilla maps

Eh that's super easy to do. I'll let you know when I get home from work. leaving now

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Re: Vanilla maps

Have a nice day at work.

i2Cold
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Re: Vanilla maps

Axis_Crusher wrote:

Eh that's super easy to do. I'll let you know when I get home from work. leaving now

That would be awesome.. Im at work as well.. Kinda have minor downtime but ill be home later.   It would make many battles much more fun..   I hate that i can cap and island and spam BB's   real close to the enemy..   or they could.    Me and my friend play as much as we can and hate the fact that you can do that..    I really want to add ships such as the New york, or the Nelson. Since i have Complete mod Id lke to add those classes of ships to the spawn able island.     

Thank and the HUGE map mod spawns the HQ's on some maps very close to each other. if i can change that too that would be great!         

Ill PM you when i get home if you have skype...   And since im a brand new newbie to BSP ripper lets take it slow! lol

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Re: Vanilla maps

Neighbor Kid wrote:

And since im a brand new newbie to BSP ripper lets take it slow! lol

Ha me too. I just started yesterday. Anyway I'm having problems with BSm Ripper.

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Re: Vanilla maps

what'ze matter ?

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Re: Vanilla maps

o I'm trying to create a new "slot" for Battle of the Santa Cruz islands. I'm Extracting GGame_OnInit (or whatever it is). Then i extract all the files like the guide says, then I click "Open Folder". Thats the problem. I click it, but it doesn't take me to the Extracted Files folder for BSM Ripper. It takes me to the "Main menu" of my files. Its just that i can't find the files. Nothing that i think you can help with. it will just take a while to find the files.

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Re: Vanilla maps

theres an extracted folder in the bsp ripper folder , all folders that are extracted go there i believe

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Re: Vanilla maps

Thats what i've been looking for. I'll keep trying, and i'll tell you when ui found it.

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Re: Vanilla maps

C/program files ( program files X86 for you W7 users like me)  BSP ripper. theres the folder extracted files

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Re: Vanilla maps

your replies are blank.....

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Re: Vanilla maps

His head is a blank due to rediculous questions short-circuiting his braincells

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Re: Vanilla maps

Procedure :

Tools you need :
-BSPRipper
-notepad++ or equivalent.
-a computer (duh)

The procedure believes you already know :
-the knowledge on how to extract a .mpak and recompile it.
-the knowledge to to backup of your files, I am tired of repeating myself.

HOW TO :
So, what are the files needed to modify a map ?
All the files needed are in battlestations pacific/Mpak/Scene.
You will see a lot of different files here. Arrange them by name so this mess isn't so messy.

To change a map, you'll need first to understand the use of the 0,1,2,3,4,5 and 6 of the map. What does that means ?
Take a closer look to the names of the files, those: for example:
0_ijn_03.mpak    This is the “0” file of the 3rd japanese singleplayer mission
0_ijn_09.mpak    This is the “0” file of the 9th japanese singleplayer mission
0_scene7.mpak    This is the “0” file of the 7th  multiplayer map
1_ijn_08SOLO.mpak    This is the “1” file of the 8th japanese singleplayer mission
2_usn_09SOLO.mpak    This is the “2” file of the 9th american singleplayer mission

The 1,2,3,4,5,6 files of the multiplayer missions are more complex, There's how they work : for example the “1” files of the second multiplayer map :
1_scene2Com.mpak    “1” file of the Competitive mission 2nd  multiplayer map
1_scene2Du.mpak    “1” file of the Duel mission 2nd  multiplayer map
1_scene2Esc.mpak    “1” file of the Escort mission 2nd  multiplayer map
1_scene2IC1.mpak    “1” file of the small island capture mission 2nd  multiplayer map
1_scene2IC2.mpak    “1” file of the medium island capture mission 2nd  multiplayer map
1_scene2IC3.mpak    “1” file of the large island capture mission 2nd  multiplayer map
1_scene2IC4.mpak    “1” file of the huge island capture mission 2nd  multiplayer map (huge maps are not allowed to play in the vanilla version of the game)
1_scene2Sie.mpak    “1” file of the Siege mission 2nd  multiplayer map

(Long) Example with the third multiplayer map

0_scene3.mpak            The “0” file,
1_scene3Com.mpak            The “1” file for competitive,
1_scene3Du.mpak            The “1” file for duel,
1_scene3Esc.mpak            etc
1_scene3IC1.mpak
1_scene3IC2.mpak
1_scene3IC3.mpak
1_scene3IC4.mpak
1_scene3Sie.mpak
2_scene3Com.mpak            The “2” files,
2_scene3Du.mpak
2_scene3Esc.mpak
2_scene3IC1.mpak
2_scene3IC2.mpak
2_scene3IC3.mpak
2_scene3IC4.mpak
2_scene3Sie.mpak
3_scene3Com.mpak            The “3” files,
3_scene3Du.mpak
3_scene3Esc.mpak
3_scene3IC1.mpak
3_scene3IC2.mpak
3_scene3IC3.mpak
3_scene3IC4.mpak
3_scene3Sie.mpak

And you can add all the 4_scene3XXX.mpak, 5_scene3XXX.mpak and 6_scene3XXX.mpak.

Something useful to know is that YOU'LL NEVER HAVE TO MODIFY THE CONTENT OF THE 4 , 5 & 6 FILES.

Okay so now we know all the files we can modify to modify a map, but now let's focus about the actual modification we want, change the spawns in a island capture map, let's say the 3rd multiplayer map.

to modify the spawns of a map, you have to modify one file,the .scn file of the map, located in 3 different kind of .mpaks :
-0_scene3.mpak
-all of the "1" of the map
-all of the "2" of the map
But not all the "1" and all of the "2" are required to be modified, only the ones used by the Island capture gameplay, so all the /mpak actually required are :
0_scene3.mpak
1_scene3IC1.mpak
1_scene3IC2.mpak
1_scene3IC3.mpak
2_scene3IC1.mpak
2_scene3IC2.mpak
2_scene3IC3.mpak


What are you waiting for ? extract all of these files.

[u]Phase 1 done, now to phase 2 ah/u]

Go inside the 0_scene3.mpak, [ExtractedFiles\0_scene3.mpak\universe\scenes\missions\multi\scene3.scn]
This is the scn of the map, where most of the magic happens, but this file has more than 64000 lines !

Well if you are not too retard to look at the "Tools you need" section and you have already looked at my tips for a good modding I already did, you know that if you are not using a text editor with lua structuring included, you are someone making me sad and you shouldn't look at this topic, go get notepad++, you idiots.
Oh you use such a tool ? Well my friend I have one only tip for you : top menu > language > LUA then View > Fold all.

Okay good now this is not the mess it was, you'll find all of the spawnpoints of the map with funny names like entity "Shipyard Entity CB4" (Shipyard) {

all of the unit list you search is under the entites "SpawnPoint Shipyard" (SpawnPoint) { function, if you can't find it, search if with the search function (what a clever name, you'll say !) by hitting ctrl+F.
to be sure the entity you found is the correct one, expand & look at the "MultiType" {
if it looks like it's good:
      "MultiType" {
        MultiCompetitive = B false ;
        MultiDuel = B false ;
        MultiSiege = B false ;
      }

It means that the spawner will be used in all gameplay EXCLUDED competitive,duel and siege.
So it's good, because it doesn't excludes island capture gameplay, we can carry on.

The japanese spamlist is under the       "JapanList" { and the allied spamlist is under       "AlliedList" {
each stock points a unit, but not always the same thing, examples :
         "Stock 21" {
          Count = I 0 ; ZERO MEANS THE SPAWN IS DEACTIVATED
          SquadSize = I 3 ; NUMBER OF PLANES BY SQUAD (not used for ship units)
          Type = E PlaneClasses : Wildcat  ; The kind of unit spawned, wildcats
        }
        "Stock 33" {
          Count = I -1 ;THIS MEANS THE SPAWN IS ACTIVATED
          SquadSize = I 1 ;
          Type = E ShipClasses : LST  ; Now it's a landing ship, tank spawn emplacement.
        }

Side note : if the "Count" line is at "0" the unit won't show on the spamlist, it it's "-1" or "2" or "3999" the unit will be infinitely spawnable, there is no spawn limitation possible.
Other note : if the spampoint gives ship units, don't give the point planes to spawn and if the spawnpoint seems to be an airfield because of the units it spawns, don't give ships or subs to this spampoint.

To add units to the spawnpoints, simply replace "0" to "-1" for units you want to unlock, and change the stock "ShipClasses" or "PlaneClasses " value to the plane you want to spawn. Don't
add new lines, you shouldn't have to add new stocks.

When you've done, save the file and now copy the new file you just made and paste it into the universe\scenes\missions\multi\scene3.scn in each other .mpak you extracted earlier.

Then recompile all of those files and replace the vanilla in the mpak/scene folder with these.

If you didn't messed up anywhere of if I forgot something in my tutorial, the Island capture maps for the 3rd map should have different units in their spawnpoints.

If you want a little help from me, here is the list of the names used by the file to spawn locked units, so you can have access to the complete list of locked units while playing. (* points Mustangpack units)

Yamato
*SuperYamato
Tone
Akizuki
Shimakaze
TypeB
TypeB_Jake (not a locked unit, just the basic jap sub)
I400
*KumaTorpedo
Shinden
Kikka
BettyOhka
Emily
*Liz

Iowa
*Montana
*Alaska
Atlanta
ASWFletcher
AllenMSumner
Gato
ShootingStar
AvengerTinyTim
Superfortress
*Mustang

Oomperial
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Re: Vanilla maps

and for the blank replies, as I said ;
"Ahahah giving a message on the shoutbox when scrolling on a topic posts in the topic, so random lol"
But yeah, it spawns blank posts BECAUSE.
Also I think it is your head that have exploded after the real reply ag

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