This is because clothing items are linked to certain body parts, but not all unit bases have the same body parts available. When making units with different unit bases, it is important to note that trying to give the unit clothes is unlikely to work unless their unit base is close to that of a Wobbler. Make sure to copy and paste a lot so that you aren't making typos. Invalid IDs can result in severe bugs, particularly in the case of unit bases, so if you encounter any weird bugs after editing unit files, make sure to go back and check your files for things like incorrect unit base IDs. I'll go through making a horse in more depth later, but for now, there are some things you need to know about editing unit bases.įirst of all, as with all of the IDs you'll use when editing units, it is vitally important that you get the exact ID right. Simply find the ID for the horse unit base from the list of unit bases, and replace the "m_ID" value with the new ID. Let's say though that you want to make your unit into a horse. When you make a new unit, chances are you'll have chosen the wobbler base, so when you look at the unit's file you'll see it has the unit base ID 1760500345. The unit base determines what model the unit is based off of. The biggest change you can make to a unit is to change its unit base. Let's use this to start making new units. You should now have a good feel for the layout of your unit's file. Any changes that are reverted will become permanent if the unit is saved in the unit creator, and you'll have to reopen the file and edit those values again. Some changes may be reverted if you look at your unit in the UC, but if you just deploy your unit on the battlefield it should all work. Once you're finished, simply save the file and relaunch the game, and your changes should be applied. Now that you've seen the whole file, you can probably start to tinker with how your units look and work. Finally, you can set custom projectiles for the unit's ranged weapons (if it has any) using the "m_ID"s of the projectiles you want, and then the unit's overall attack speed and damage values can be chosen. "voiceBundle"'s "m_ID" allows you to choose the voice of a unit, and "voicePitch" and "voiceVolume" alter their pitch and volume respectively. You can then set the unit's cost and description, and finally the last few stats of the unit. You might be able to use this to change weapon ranges, so feel free to play around with it if you want, but you might want to save a copy of your unit before doing so.Īfter this subsection are the unit's mass (i.e weight) and size multipliers, as seen in the unit creator. "m_attackDistanceCurve" has a whole subsection underneath it, but these also haven’t been explored through as of now. For the most part, you shouldn't need to change these stats. The effects of these hidden stats have yet to be explored by us at the time of writing this, but presumably "m_targetingPriorityMultiplier" can be altered to make the unit more or less likely to be targeted by enemies. The unit's health and movement speed are given next, followed by a number of hidden stats. The unit can also be added to a faction, as seen under "m_faction". "m_hasRider" and "m_ID" under "m_rider" determine if the unit has a rider, and if so, who it is based on their unit ID (shown earlier). This way, all of the units you ever created will be available to you at any time.Next up are a whole load of stats and values. You don’t have to worry in case your soldier dies – after the end of the match, you will be able to revive them and use for another fight. Once the unit is ready, it’s time to send them into battle and see how they fare on the field. Even the way they walk – and talk – will depend on your choice! That’s where the process of unit creation gets really interesting because aside from appearance you can also customize the parameters and battle style of the hero. You can also pick clothes for your character. The color of eyes, the type of face, hairstyle, height and weight – a great number of sliders will allow you to create exactly the same image you have in your head. Everything is adjustable, starting with the gender of the warriors and ending with details of their appearance. So what exactly can you do with self-made soldiers?įirst of all, you’ll have a full freedom of making your units look whatever you like. This option allows you to customize and configure your own soldiers choosing every aspect of their appearance, characteristics and even behavior on the battle field! Now you have even more sway over the composition of your army and, subsequently, the outcome of the fight. But we always strive for more and now there is a new amazing ability that will definitely thrill all TABS fans – unit creator. One of the things that make the game so fascinating is the immense assortment of units you can choose to form your troops. Totally Accurate Battle Simulator offers a lot of exciting features.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |