Home   Help Search Login Register  

Author Topic: Mission SQM editing  (Read 843 times)

0 Members and 1 Guest are viewing this topic.

GAZNZ

  • Guest
Mission SQM editing
« on: 23 Jul 2005, 12:02:35 »
Hi

Im looking for an answer on how to edit units via the Mission.SQM
Addons are required and i want to bypass this by editing the SQM and mannually remove them adding default BIS units.

Ive done this for all the units that are addons but when i try to load the game in the editior it says missing unitname which is a default BIS unit ive just added to replace the addon.
The map doesnt load

Whats the story with this?
Any ways around it?

Cheers


Offline bedges

  • Administrator
  • *****
    • OFPEC The Editing Center
Re:Mission SQM editing
« Reply #1 on: 23 Jul 2005, 12:37:05 »
have you (in addition to manually replacing the units within the sqm) removed the reference to the addon at the top of the file?

Offline h-

  • OFPEC Site
  • Administrator
  • *****
  • Formerly HateR_Kint
    • OFPEC
Re:Mission SQM editing
« Reply #2 on: 23 Jul 2005, 13:03:24 »
There was also a tool released a couple of months ago that eases the replacing of the units in mission.sqm, so you don't need to go through it 'by hand'...
Probably doesn't fix that what Bedges says though, so that needs to be done manually...

ofp.info has the tool somewheres... (too lazy to search for a link :P )
Project MCAR   ---   Northern Fronts   ---   Emitter 3Ditor
INFORMATIVE THREAD TITLES PLEASE. "PLEASE HELP" IS NOT ONE..
Chuck Norris can divide by zero.

Offline nominesine

  • Former Staff
  • ****
  • I'm NOT back!
    • The IKB Forum
Re:Mission SQM editing
« Reply #3 on: 23 Jul 2005, 13:29:53 »
I assume you are familiar with the top section of the mission sqm:
Quote
class Mission
{
   addOns[]=
   {
      "bas_weap",
      "JAM_Magazines",
      "Ch47D",
      "bis_resistance",
      "bas_mh47185",
      "BAS_MAH60",
      "Vulcan",
      "HMMWV",
      "BAS_OPFOR",
      "bas_o",
      "bis_weaponpack",
      "bas_deraJ",
      "bas_soar185",
      "editorupdate102",
      "BAS_Jkawa",
      "bas_kawa"
   };
   addOnsAuto[]=
   {
      "JAM_Magazines",
      "bas_deraJ",
      "BAS_OPFOR",
      "Ch47D",
      "BAS_Jkawa",
      "bas_kawa",
      "bas_mh47185",
      "BAS_MAH60",
      "Vulcan",
      "bis_resistance",
      "HMMWV",
      "bas_o",
      "editorupdate102"
   };

In this example you need to delete the lines starting with BAS_, JAM_, and the editorupdate102 to make it addonFree. Do this after exchanging the units for BIS units in the editor, and hiting save in the editor.

Make sure you also change all units in any intro or outro in the editor that comes with the mission. Then scroll to the bottom of the mission.sqm and you will find this:

Quote
class Intro
{
   addOns[]=
   {
      "BAS_OPFOR",
      "Ch47D",
      "HMMWV",
      "JAM_Magazines"
   };
   addOnsAuto[]=
   {
      "BAS_OPFOR",
      "Ch47D",
      "HMMWV",
      "JAM_Magazines"
   };


Again, you have to go through the whole process. The same goes for Outro Win and Outro Lose.

I often overlook the fact that the addonslist are repeated at the bottom of the page when I edit my mission.sqm. Maybe that's your problem.
OFPEC | Intel Depot
RETARDED Ooops... Retired!

Offline Mikero

  • Former Staff
  • ****
  • ook?
    • Linux Step by Step
Re:Mission SQM editing
« Reply #4 on: 23 Jul 2005, 15:31:26 »
Quote
I often overlook the fact that the addonslist are repeated at the bottom of the page (for outro etc)

ooooh ah, thank you, it's only obvious AFTER you mentioned it. Thanks 4 that. I was wondering why addons stuck like glue that's a really good reason(tm)


 
Just say no to bugz

GAZNZ

  • Guest
Re:Mission SQM editing
« Reply #5 on: 23 Jul 2005, 21:59:44 »
Thanks nominesine

I must have missed intro and out scenes etc.
I knew I was doing it right - just forgot the last bits.

Cheers