Add New Race Tutorial
Talk about anything related to old versions of Armada.
posted on June 1st, 2010, 8:36 am
Does anyone have or can direct me to a tutorial to add a new race to Fleetops 3? I have tried using an existing race as a template and then renaming and adding it to the races.odf but no success yet. I heard there are some extra things that need to be done in Fleetops 3, but I don't know where to look. Thanks in advance.
posted on June 1st, 2010, 9:56 pm
Probably best to ask Tyler or Adm. Zaxxon through a PM, maybe? 

posted on June 2nd, 2010, 1:37 am
One common mistake that people make is they forget to change the "dispay key" in the new race odf....I would ask zaxxon as well as download his bsg minimod pre release as it is a good starting point to see the changes needed...Its been so long since ive done that particular modding task so best to ask Adm Zaxxon...
posted on June 3rd, 2010, 9:36 am
I figured it out. Dumb mistake. In the races.odf I forget to add the .odf extension to the name of the new race. Except now I'm left wondering, where can I add a new avatar? There doesn't seem to be any place to create a new one. I know about the replaceweapon in the starting outpost like "avatar_mayson.odf" but where do you define the replacementevent = "AvatarMayson"? Where is that event defined? In case anyone is curious, I'm re-adding Species 8472.
posted on June 3rd, 2010, 1:43 pm
From my understanding (I haven't actually tried adding new avatars before, but from what I can see), to create a new avatar (or multiple avatars for a new non-FO race);
* Create multiple copies of the odf file for the structure or ship you want as the initial starter unit, you need 1 for avatar selection, and then 1 for every avatar (way more if you want to add upgrades like the Outposts in FO do, but basically for 2 avatar's you need 3 versions of the same unit). You could use the same method with naming the different versions as the FO team does, so you could do it like this:
Avatar Selection Placeholder = 8472_MothershipS.odf
Avatar1 Starter unit = 8472_MothershipY.odf
Avatar2 Starter unit = 8472_MotehrshipZ.odf
* You need to add the initial structure or ship (8472_MothershipS.odf), which is a simple placeholder for avatar selection (for federation this is [fed_outpostS.odf]. This placeholder is added as the starter ship in that race's ODF file [8472.odf].
* Add to the placeholder (8472_MothershipS.odf) as many weapons as there are avatars (add only one at a time if it lets you, no good adding lines defining files that either don't exist or are incomplete), example:
weapon1 = "avatar_8472_avatarY"
weaponhardpoints1 = "root"
weapon2 = "avatar_8472_avatarZ"
weaponhardpoints2 = "root"
Don't add a build list or anything to the placeholder, it is meant to have no function other than avatar selection, but make sure to place the build lists and pushbuilditem# lines to the mothership specific to each avatar.
* Create the Avatar's replace weapons as would be defined above. So create [avatar_8472_avatarY.odf] (copy Mayson's and change as needed). Change the Wpnname and Tooltip to the Avatar's name and change [replacement0class0 = "fed_outpostZ"] to [replacement0class0 = "8472_MothershipY"].
Then change [replacementevent = "AvatarMayson"] to [replacementevent = "AvatarAvatarY"]. Do all this for all avatars you plan to add, just replacing Y with whatever letter that replace weapon is meant for.
* In [Events.dat] (in the Data dirctory) you will find the event data for avatars after line 891 (or just search/find 'avatar'). Just create a new entry here for your avatars which you would have defined with [replacementevent = "AvatarAvatarY"] previously, example:
AvatarAvatarY{
}
* In [Dynamic_Localised_Strings.h] (in the Data directory), search for avatar_fed_mayson and copy both entries [AUTOTOOLTIP-avatar_fed_mayson.odf] and [AUTOTOOLTIP-avatar_fed_mayson.odf_WithName], then edit the copies as needed for your avatar(s).
* Create a separate version of every ship and station you intend to add for every avatar. So if you have 2 avatars, you need 2 versions of each odf. Each will be identical other than the stats which differ between the avatars. Example: Ship-A has 100 health normally, but AvatarY has a 10% bonus to ship health, while AvatarZ does not, so AvatarY's Ship-A has 110 health, AvatarZ's Ship-A has 100. These changes need to be made to the specific odf files and for this purpose you need a full odf techtree for each avatar.
Don't forget to add all your stuff into the techtree files.
I can't help with the graphics side of the avatars, but someone here should know.
I don't think you actually need avatars for a race to work in FO, you might want to concentrate on adding Species 8472 as a normal race with no avatars first to make sure everything works and gain more understanding as you go, after everything is added in then go for the avatar creation.
Also sorry if this is incomplete but I hastily wrote it up with tiredness and pain reducing concentration, hope it helps.
* Create multiple copies of the odf file for the structure or ship you want as the initial starter unit, you need 1 for avatar selection, and then 1 for every avatar (way more if you want to add upgrades like the Outposts in FO do, but basically for 2 avatar's you need 3 versions of the same unit). You could use the same method with naming the different versions as the FO team does, so you could do it like this:
Avatar Selection Placeholder = 8472_MothershipS.odf
Avatar1 Starter unit = 8472_MothershipY.odf
Avatar2 Starter unit = 8472_MotehrshipZ.odf
* You need to add the initial structure or ship (8472_MothershipS.odf), which is a simple placeholder for avatar selection (for federation this is [fed_outpostS.odf]. This placeholder is added as the starter ship in that race's ODF file [8472.odf].
* Add to the placeholder (8472_MothershipS.odf) as many weapons as there are avatars (add only one at a time if it lets you, no good adding lines defining files that either don't exist or are incomplete), example:
weapon1 = "avatar_8472_avatarY"
weaponhardpoints1 = "root"
weapon2 = "avatar_8472_avatarZ"
weaponhardpoints2 = "root"
Don't add a build list or anything to the placeholder, it is meant to have no function other than avatar selection, but make sure to place the build lists and pushbuilditem# lines to the mothership specific to each avatar.
* Create the Avatar's replace weapons as would be defined above. So create [avatar_8472_avatarY.odf] (copy Mayson's and change as needed). Change the Wpnname and Tooltip to the Avatar's name and change [replacement0class0 = "fed_outpostZ"] to [replacement0class0 = "8472_MothershipY"].
Then change [replacementevent = "AvatarMayson"] to [replacementevent = "AvatarAvatarY"]. Do all this for all avatars you plan to add, just replacing Y with whatever letter that replace weapon is meant for.
* In [Events.dat] (in the Data dirctory) you will find the event data for avatars after line 891 (or just search/find 'avatar'). Just create a new entry here for your avatars which you would have defined with [replacementevent = "AvatarAvatarY"] previously, example:
AvatarAvatarY{
}
* In [Dynamic_Localised_Strings.h] (in the Data directory), search for avatar_fed_mayson and copy both entries [AUTOTOOLTIP-avatar_fed_mayson.odf] and [AUTOTOOLTIP-avatar_fed_mayson.odf_WithName], then edit the copies as needed for your avatar(s).
* Create a separate version of every ship and station you intend to add for every avatar. So if you have 2 avatars, you need 2 versions of each odf. Each will be identical other than the stats which differ between the avatars. Example: Ship-A has 100 health normally, but AvatarY has a 10% bonus to ship health, while AvatarZ does not, so AvatarY's Ship-A has 110 health, AvatarZ's Ship-A has 100. These changes need to be made to the specific odf files and for this purpose you need a full odf techtree for each avatar.
Don't forget to add all your stuff into the techtree files.
I can't help with the graphics side of the avatars, but someone here should know.
I don't think you actually need avatars for a race to work in FO, you might want to concentrate on adding Species 8472 as a normal race with no avatars first to make sure everything works and gain more understanding as you go, after everything is added in then go for the avatar creation.
Also sorry if this is incomplete but I hastily wrote it up with tiredness and pain reducing concentration, hope it helps.
posted on June 12th, 2010, 7:34 am
Wow. Thanks for the great responses guys, I've been busy at work for a few days, but managed to get some modding time in recently. So far I have the race added back in with most of the ships and stations and the avatars are working as they should. Your comments were very helpful. I'm gonna start a new thread regarding the special weapons of 8472 since the majority of their weapons don't work anymore. Thanks again.
posted on June 13th, 2010, 1:23 am
Last edited by Anonymous on June 13th, 2010, 1:27 am, edited 1 time in total.
Hey, sorry I missed this, but if you ever need help again, feel free to PM me 
Glad you got it worked out though.
Oh, and if you need help with 8472 weapons, ask blade. He would know about how to get old a2 weapons to work, especially 8472.
Blade

Glad you got it worked out though.

Oh, and if you need help with 8472 weapons, ask blade. He would know about how to get old a2 weapons to work, especially 8472.

Blade
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