I'm try'in to make some missions using the mission editor in mech commander gold. The problem is i cannot exceed the 45 units per map, which is very annoying limit for the editor.
hope there is such hack for the editor out there. i'll promise to post my mission map once i'll find a way to get pass d issue.
do keep me inform if you have any other useful hacks for MCG. thanks.
The following information was posted from a long time ago that covers more than 45 units per map ... keep in mind that any hacking can cause map corruption ... so you are advised to keep many backups (preferably of the whole editing directory (including the database))
I had to get this off of a Google cache since the links for DSC are currently dead. It also did not paste very well ...
If you need a better copy ... google dsc for mission hacking and view the cache that was stored (currently works as of this posting ... but only the text part ... not any of the sample files).
MechCommander Gold - Mission "Hacking" 354 - by Timberwolf & WolfCross
This class is an add-on to Mission Hacking 201, in which the Mission.fit file was edited to achieve unit modifications. In this class, we will show you how to add in more than 45 units, along with most of the variables you will need.
Units > 45
As always, you should back up all the files dealt with before editing them. Re-saving your mission within the mission editor will erase any hacks that you put into the .fit file. This forces you to re-hack your .fit file every time you save it. To distribute missions with a hacked .fit file (after you have properly tested it of course), just open your mission within the editor, and then immediately write the .dpk file WITHOUT saving the mission again. When writing .dpk files the editor takes whatever files that were generated (and modified) and slaps them together. So, as long as you do not re-save the map, you can make adjustments to your .fit file and re-write the .dpk any number of times. Let's assume you are going to make a map called TestUnit.
First, lets take a look at the Parts:
Part number is the number which is assigned to the object during compling, this number is linked to the warrior # , and the params #.
Object ID - designates what pixel(picture) set to use in the game, same as FIT in CSV file.
Player = 1, ai = 2, net = 3. It is not recomended that you fiddle with this at this time. It has not been thoughly tested.
b Player Part
If the player controls the unit or not. It is not recomended that you fiddle with this at this time. It has not been thoughly tested.
Control Data Type
Mech Data = 1, Vehicle Data = 2, Elemental Data = 3.
No Clue, all are 0.
0 = IS (Player), 1 = Clan (Enemy), 2 = Allied (Computer allies)
Same as Team ID, is connected to the assigned groups at bottom.
Have discussed before, the number which defines the name, armor, and weapons of a unit.
Should be the same as the part number.
X, Y, and Z Coordinates
The coordinates of the unit to be or has been placed. Z is automatically set.
The facing direction of the unit.
Gesture / Velocity
The action of the unit at start up, Gesture for 'Mechs is normally 2, Velocity for Vehicles is normally 0.0
Active / Exists
If active is changed, the unit will behave the same if it's order's were Null, and changing Exists crashes the level.
Now, with that out of the way, let's have a look at the Warriors quickly.
st Profile = "PMW00364"
st Brain = "DredAttack01"
Now, this is a an example of a warrior profile. The top entry is the rank and the colour scheme of the 'Mech. I have no idea how they mixed those numbers together, but I am looking to see if I can figure them out. The brain is the type of orders given through the map editor.
To start, let's just make a map that has 45 units, why not make them all the same, it would be easier. Once the map is done, find a spot, out of the way, and take down some x and y coordinates, let's say five coordinates, two squares apart from each other. Then go back to the TestUnit.fit, and open it.
Find the following:
ul NumWarriors = 45
uc CaptureChance = 0
st BrainParameterFile = "TestUnitParams"
Change it to:
ul NumWarriors = 50
uc CaptureChance = 0
st BrainParameterFile = "TestUnitMissionParams"
Then find a warrior profile that you wish to make a copy of, let's say warrior 45.
// Fire Falcon / Stiletto
st Profile = "PMW00121" // Green pilot, Gold/Navy
st Brain = "DredAttack01" // Attack Brain
Copy it and make it:
st Profile = "PMW00121"
st Brain = "DredAttack01"
Now, take the Part 45, copy, paste, and change the following:
ul ObjectNumber = 873
ul ControlType = 2 // player = 1, ai = 2, net = 3
b PlayerPart = False
ul ControlDataType = 1 // mech control data = 1
c MyIcon = 0 //
c TeamID = 1 // 0 = IS, 1 = CLAN, 2 = ALLIED
c CommanderID = 1 // 0 = IS, 1 = CLAN, 2 = ALLIED
st ObjectProfile = "PM110400" // FRF-W
ul Pilot = 45 --> 46
f PositionX = 575 // Starting position in world. --> the first set of x coordinates you picked.
f PositionY = -4117 --> the first set of y coordinates you picked.
f PositionZ = -1.0 // Elevation automatically set by terrain
f Rotation = 45 // Rotation of Object in Degrees
ul Gesture = 2 // Initial Sprite Gesture -- Determines velocity in Mechs -- non-mechs ignore
f Velocity = 0.0 // Initial Velocity -- Start velocity for non-mech objects -- mechs ignore
l Active = 1
l Exists = 1 }
Now once you have repeated that step the remaining four times, it is time to go to the bottom of the .fit file. You will find something like this :
b AlliedTeam = False
l<12> Mates = 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12
l<12> Mates = 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24
l<12> Mates = 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36
l<12> Mates = 37, 38, 39, 40, 41, 42, 43, 44, 45, 0, 0, 0
Now go to the Group:3 Mates, and change those 0's to the next integers. Once done it should look like this :
l<12> Mates = 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48
l<12> Mates = 49, 50, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
The commander numbers are 0 =player, 1=enemy, 2=allied, and each group must have 12 entries, even if they are 0's.
Now save your file, and close it, or keep it open for further reference. Go to the Warriors directory and find the TestUnitparams.fit, open it and find the entry of the unit you were going to duplicate, in this case, it would be 45. Copy and paste it.
l NumCells = 3
l NumStaticVars = 0
l Cell = 2
l MemType = 1
f Value = 650
l Cell = 9
l MemType = 0
l Value = 1
l Cell = 28
l MemType = 0
l Value = 7}
And so on until you have 50 entries.
Here are the Variables and Static Variables for the Warrior Cells:
The Dred brain series that the editor uses is customizable to a point. The Params file contains the necessary information that the game needs to "fill" the Dred brains. Each "cell" is a bit of information that the game uses on how to control the allied/enemy brains (such as range, speed, tactic). Some "cell" information is used by different brains in the Params file. Here is a link to a file that explains the differences and shows what is needed for each Dred brain in the Params file.
Here is a link to the files before: FIT , PARAMS.FIT
Here is a link to the files after : FIT , PARAMS.FIT
At this time Wretch (Timberwolf), and Sierra Sprawl (WolfCross) contain such editing.
* Mission Hacking 360 --> More than Four Main Objectives.
* Mission Hacking 202 --> More Bells and Whistles (Back to Basics)