Modding: Difference between revisions

From Archon Wiki
Jump to navigation Jump to search
Line 1: Line 1:
= Modding Guide =
= Modding Guide =
== The Basics ==
== The Basics ==
You will create all your mods inside their own 'campaign', a folder which holds all your maps, scripts, or other custom files. <b>At no point should you alter the main game files.</b>  This will likely cause you to either not be able to play multiplayer, or cause multiplayer games to behave incorrectly.  It is also likely to cause problems when the game updates.
The simplest way to start modding is to select the Editor from the main menu, enter names for your campaign, and then use the editor to build a map.  You will then be able to select your campaign from the Campaign Screen, and then choose which of your maps to play.
<b>TIP:</b>Select the Plugins list in the editor, and choose the Random Map Plugin.  This will create random maps for you in the editor, which you can then populate with units.  It's a quick way to get started!
Once you have a campaign, you can then begin to add other functionality, up to and including your own mission scripts, AI logic, UI screens, or even new 3D objects.
== Creating a Campaign ==
== Creating a Campaign ==



Revision as of 22:31, 16 January 2017

Modding Guide

The Basics

You will create all your mods inside their own 'campaign', a folder which holds all your maps, scripts, or other custom files. At no point should you alter the main game files. This will likely cause you to either not be able to play multiplayer, or cause multiplayer games to behave incorrectly. It is also likely to cause problems when the game updates.

The simplest way to start modding is to select the Editor from the main menu, enter names for your campaign, and then use the editor to build a map. You will then be able to select your campaign from the Campaign Screen, and then choose which of your maps to play.

TIP:Select the Plugins list in the editor, and choose the Random Map Plugin. This will create random maps for you in the editor, which you can then populate with units. It's a quick way to get started!

Once you have a campaign, you can then begin to add other functionality, up to and including your own mission scripts, AI logic, UI screens, or even new 3D objects.

Creating a Campaign

File Layout Guide

MYCAMPAIGN
│   backdrop.dds
│   Campaign.txt
│   icon.dds
│   sides.txt
│   Squads.csv
│   Terrain.txt
│   text1.txt
│   uniticons.dds
│
├───AI
│       AI.bsf
│
├───ANIM
│       MyAnim.s3f
│
├───BONUS
│       MyBonus.BSF
│
├───DATA
│   │   music.txt
│   │   sfx0.txt
│   │
│   ├───BATTLE
│   │   ├───SCRIPTS
│   │   ├───UNITS
│   │   │       MyUnit.txt
│   │   │       MyUnit_0.s3f
│   │   │
│   │   └───UNITTEXTURES
│   ├───MUSIC
│   ├───SOUNDS
│   └───UI
│       │   Campaign_Overlay.txt
│       │   EndCamp.txt
│       │   SCENUI_MyScenario.txt
│       │
│       └───TEXTURES
│           │   CampaignListIcon.dds
│           │
│           └───ICONS
│                   MyUnit.dds
│                   MyUnit_SLOT.dds
│
├───OBJECTS
├───TILES
├───SCENARIOS
│       MyScenario.bam
│       MyScenario.bsf
│       MyScenario.dds