Since december 2012 Battlestations: Midway is supported by GameSpy no longer. The only one possibility for Midway players is GameRanger. Please visit www.gameranger.com, download Gameranger client and make new account. You can find other Midway players in the Gameranger rooms. BS:M patch 1.1.1 is required to play online battles. Iowa Mission Pack and Midway Modders Mappacks 1 and 2 are recommended.

BSM Modding Q&A

BSM Modding Q&A

I may have a few questions about modding BSM in the future, So instead of spamming up the forum with several threads.. I figured it would be best to have one topic for any questions that come up, and to everyone else new to BSM modding.. feel free to ask your questions here as well.

First question: Where is the display pic for a mission stored?  ex: Raid on Truk has the pic of Truk Atoll, and jap ships in the distance.

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Re: BSM Modding Q&A

Damned Machine wrote:

First question: Where is the display pic for a mission stored?  ex: Raid on Truk has the pic of Truk Atoll, and jap ships in the distance.

/gui/textures/frontend

You can recognise mission by number and by name. Just take a look for names of Targa files in this folder, forget about fe_missionfoto

mm*.tga means multiplayer mission

am*.tga means single player campaign mission

NOTE: replace * with numbers.

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Re: BSM Modding Q&A

I see, I completely over looked the Abbreviations for that... thanks!

I altered might of Yamato, so instead of running the AI ships come straight for you ( I moved the navpoint..etc ) and I gave them some heavier ships to protect the CV's. 

It's just a shame that you cant have all of a missions images in it's mpak instead of GVMainMenu.

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Re: BSM Modding Q&A

With some reasons its more easy way to us for replacing/adding these files, so personally i like that solution ab

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Re: BSM Modding Q&A

Is there a limit to how many maps you can make

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Re: BSM Modding Q&A

If there is a limit, it possibly could be changed via exe edit or maybe even dll injection... you might consider asking someone over at  DCoder's coding realm

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Re: BSM Modding Q&A

Is this the correct names to use for template and type?  I keep getting errors.. and yes the models, textures, sounds, bullets. are all where they need to be.

  entity "B-25 Bomber" (PlaneSquadronGen) {
  localframe 0.7813 0.0000 -0.6242 0.0000 0.0000 1.0000 0.0000 0.0000 0.6242 0.0000 0.7813 0.0000 -7104.0684 1200.0000 1606.5737 1.0000 ;
  template "USA\AIR\B-25 Mitchell" ;

  properties (Common, GameUnit, PlaneSquadronWNavpoint, Command)  {
    "Command" {
      CommandTarget = R "" ;
    }
    HomeBase = R "" ;
    Race = E Races : USA  ;
    Type = E PlaneClasses : B-25 Mitchell  ;
    Velocity = F 300.0000 ;
    WingCount = E PlaneWingCount :" 4" ;
  }
}

NEVERMIND problem resolved, I missed a few other tags as well so it should be like this:

entity "B-25 Mitchell" (PlaneSquadronGen) {
  localframe -0.8988 0.0000 -0.4384 0.0000 0.0000 1.0000 0.0000 0.0000 0.4384 0.0000 -0.8988 0.0000 -8384.7656 1000.0000 8437.4990 1.0000 ;
  template "USA\AIR\B-25 Mitchell" ;

  properties (Common, GameUnit, PlaneSquadronWNavpoint, Command)  {
    "Command" {
      CommandTarget = R "" ;
    }
    Equipment = E  EquipmentIndex : 1  ;
    HomeBase = R "" ;
    Race = E  Races : USA  ;
    SubType = E  UnitCategories : Levelbomber  ;
    Type = E  PlaneClasses : Mitchell  ;
    Velocity = F 400.0000 ;
    WingCount = E  PlaneWingCount :" 3" ;
  }
}

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Re: BSM Modding Q&A

Damned Machine, a lot of us here use Skype and is on it quite often, if you have any questions use that instead one of us is usually on to answer your questions

Support me on Twitter!

http://twitter.com/Tipsymahn260

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Re: BSM Modding Q&A

Alright I have skype, guess I have a use for it now...

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Re: BSM Modding Q&A

Hello everyone,

    I have been learning how to mod maps for just about 2 months now. I can't say I fully understand it but I have made some progress.  I currently have a few maps in the works. Palawan Passage is closest to being done. I'm sure many things can and should be changed for many reasons such as units,position of units and historical accuracy if it matters to you or maybe it's just not a good map to work with.
So I could really use some input from you guys and some help with assigning key units in the .lua file. I can make all files available if you like.

I started with the .lua from mm2 but instead of the Japanese and the Dreadnought being the key unit with the mission target point. I wanted to reverse it so the Allied had the target point but how do I add more than 2 units for the Allies.  Thankyou for any help.

-- objective watching   
    if Mission.AlliedUnit[1].Dead and Mission.AlliedUnit[2].Dead  then
    -- japanese wins
        if not TrulyDead(Mission.AlliedUnit[1]) then
            luaMissionCompletedNew(Mission.AlliedUnit[1], "", nil, nil, nil, PARTY_JAPANESE)
        else
            luaMissionCompletedNew(Mission.AlliedUnit[2], "", nil, nil, nil, PARTY_JAPANESE)
        end
        luaObj_Completed("primary", 1)
        luaObj_Completed("primary", 3)
        luaObj_Failed("primary", 2)
        luaObj_Failed("primary", 4)
        Mission.MissionEnd = true   
    elseif not Mission.AlliedUnit[1].Dead and luaGetDistance(Mission.AlliedUnit[1], Mission.TargetPoint) < 500 then
        -- allied wins
        luaMissionCompletedNew(Mission.AlliedUnit[1], "", nil, nil, nil, PARTY_ALLIED)
        luaObj_Completed("primary", 2)
        luaObj_Completed("primary", 4)
        luaObj_Failed("primary", 1)
        luaObj_Failed("primary", 3)
        Mission.MissionEnd = true   
    elseif not Mission.AlliedUnit[2].Dead and luaGetDistance(Mission.AlliedUnit[2], Mission.TargetPoint) < 500 then
    -- allied wins
        luaMissionCompletedNew(Mission.AlliedUnit[2], "", nil, nil, nil, PARTY_ALLIED)
        luaObj_Completed("primary", 2)
        luaObj_Completed("primary", 4)
        luaObj_Failed("primary", 1)
        luaObj_Failed("primary", 3)
        Mission.MissionEnd = true
    elseif table.getn(luaRemoveDeadsFromTable(Mission.JapaneseHeavyUnit)) == 0 then                            
    -- allied wins
        luaMissionCompletedNew(Mission.JapaneseHeavyUnit[1], "", nil, nil, nil, PARTY_ALLIED)
        luaObj_Completed("primary", 2)
        luaObj_Completed("primary", 4)
        luaObj_Failed("primary", 1)
        luaObj_Failed("primary", 3)
        Mission.MissionEnd = true
    else
        Mission.JapaneseHeavyUnit = luaRemoveDeadsFromTable(Mission.JapaneseHeavyUnit)
                                 
    end
end


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Re: BSM Modding Q&A

Hmm... i think it's time to take you from open forum to our hidden forum.

The main idea for that is we are not sure it's good to publish open code on open forum. You know - 9 guys will use that for modding, one for cheating, and that's the reason we are scared a little ae

I'll ask core team about that.

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Re: BSM Modding Q&A

OK : How many US key units do you need ?

More on hidden forum.

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Re: BSM Modding Q&A

I wanted 4 Allied key units in total.  Is it as easy as this.

if Mission.AlliedUnit[1].Dead and Mission.AlliedUnit[2].Dead and Mission.AlliedUnit[3].Dead and Mission.AlliedUnit[4].Dead then

then something like this. Sorry about posting code move or remove if you need to.


elseif not Mission.AlliedUnit[1].Dead and luaGetDistance(Mission.AlliedUnit[1], Mission.TargetPoint) < 500 then
        -- allied wins
        luaMissionCompletedNew(Mission.AlliedUnit[1], "", nil, nil, nil, PARTY_ALLIED)
        luaObj_Completed("primary", 2)
        luaObj_Completed("primary", 4)
        luaObj_Failed("primary", 1)
        luaObj_Failed("primary", 3)
        Mission.MissionEnd = true   
    elseif not Mission.AlliedUnit[2].Dead and luaGetDistance(Mission.AlliedUnit[2], Mission.TargetPoint) < 500 then
    -- allied wins
        luaMissionCompletedNew(Mission.AlliedUnit[2], "", nil, nil, nil, PARTY_ALLIED)
        luaObj_Completed("primary", 2)
        luaObj_Completed("primary", 4)
        luaObj_Failed("primary", 1)
        luaObj_Failed("primary", 3)
        Mission.MissionEnd = true
elseif not Mission.AlliedUnit[3].Dead and luaGetDistance(Mission.AlliedUnit[3], Mission.TargetPoint) < 500 then
        -- allied wins
        luaMissionCompletedNew(Mission.AlliedUnit[3], "", nil, nil, nil, PARTY_ALLIED)
        luaObj_Completed("primary", 2)
        luaObj_Completed("primary", 4)
        luaObj_Failed("primary", 1)
        luaObj_Failed("primary", 3)
        Mission.MissionEnd = true   
    elseif not Mission.AlliedUnit[4].Dead and luaGetDistance(Mission.AlliedUnit[4], Mission.TargetPoint) < 500 then
    -- allied wins
        luaMissionCompletedNew(Mission.AlliedUnit[4], "", nil, nil, nil, PARTY_ALLIED)
        luaObj_Completed("primary", 2)
        luaObj_Completed("primary", 4)
        luaObj_Failed("primary", 1)
        luaObj_Failed("primary", 3)
        Mission.MissionEnd = true


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Latest Message: 1 hour, 18 minutes ago
  • N_Trainz : Legendary Da: Its now live on Moddb and here is the link, requires a Batlestations Midway game to be installed to work «link» - midway - skinpack/addons/international - bsm - collection - light - version Enjoy
  • Runsva : are we still talikg about the zyy modding pack??
  • N_Trainz : Yeah I wanted to do this, but the installers were being a pain giving me errors about something. I finally got it working, and just figured out how to make the updater now since it'll be two parts with one containing the misc files and the other mostly the mpak files. It'll be a stand - alone DLC mod just like the Bismarck Mission Pack was. Like I said I plan to have it all completed and uploaded by this weekend
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  • N_Trainz : To Legendary Da: I been trying to work on that actually, what I'm experiencing is the pack size> I already made it a light version of the mod, so hopefully this weekend maybe, might be sooner
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  • Runsva : Anyone there??
  • Runsva : That is on the zyy modding pack v1.0.3 forum.
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  • Runsva : The zyy modding pack v1.0.3
  • Axis_Crusher : Just so we're on the same page which mod are you trying to install?
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