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Controlling Inventories


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You can set each team's inventory of available units in 2 ways: server-wide or per scenario.

To change team inventories across the board for all scenarios run on your server, simply edit the file called Inventory.xml in the \data directory (or better yet, in your Mod's data directory so players will see that you're running a mod.) The format of this file is very simple. There's one Item element for each type of unit that is available. Each item has the following child tags:

</font>

  • ImageFilename - the graphic that appears in the drop dialog for this type of unit</font>
  • ObjectFilename - the name of the actual physical object to be loaded when a player drops this type of unit</font>
  • Limit - the number of this type of unit that is available to both teams. This number is slightly randomized for each game but will be close to the value listed here.</font>
  • LimitTeam0 and LimitTeam1 - you can use BOTH of these tags INSTEAD OF the Limit tag to set the number of this type of unit available to each team. This way each team can have a different set of units available.</font>
  • CommanderOnly - If this child tag is present with a value of true, then only a team's commander is allowed to deploy this type of unit</font>
  • Firepower - a value from 1 to 10 subjectively rating the unit's firepower</font>
  • Armor - a value from 1 to 10 subjectively rating the unit's armor</font>
  • Speed - a value from 1 to 10 subjectively rating the unit's speed</font>
  • PrimaryWeapon - the human readable name of the unit type's main armament</font>
  • Role - a human readable description of what the unit is usually used for</font>
  • FullyAutomated - a value of true indicates to bots that this type of item can be dropped without needing further control</font>
  • AICanDrive - true to indicate that bots are able to drive this type of unit</font>

To control team inventories on a scenario-by-scenario basis, you can use the same structure outlined above for Inventory.xml, but embedded directly in one (or more) of your scenario's game types. So, you would just create an Inventory child tag beneath one of your game types and then use all of the tags listed above to define what the team inventories are when playing THAT game type.

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Would it be possible at some point to get a non drop way of deploying new units?. What I imagine would be an area of the edge of the map which you can set as a corridor and newly deployed units start at that edge. It would be a good way to imply one side having air superiority ( and would be more usefull for present day type mods).

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