The 3rd Age

Master Hero Version 1.6

Master Hero Version 1.6

1.6 of Master Hero Version ROTWK Mod for Battle for Middle Earth 2: Rise of the Witch King

Button for The 3rd AgeButton for The Dwarf HoldsButton for The Elven AllianceButton for Helm's Deep Last HopeButton for GothmogtheOrcButton for BFME+Button for The Four AgesButton for HDR HeadquartersButton for Middle Earth CenterButton for Project Perfect Mod

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Map.ini Tutorial

Avatar of Rob38

Rob38

Category: Code
Level: Beginner
Created: Friday August 17, 2007 - 14:31
Updated: Sunday March 20, 2011 - 14:22
Views: 9752
Summary: benefits and limitations to this amazing file

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Creating a good map.ini file is the first step, in my opinion, to becoming a good coder. It provides all the basic skills needed for much more advanced work in the world of modding. It teaches you how to keep your ini work neatly organized and helps you learn where all the different coding files are located. This article is meant to help understand how a map.ini file works, how to create one properly, and shows the advantages and limitations to using this file.

Article Layout
1. Introduction
2. Basic Questions and first steps to making a map.ini
3. Modules
4. A tutorial on how to edit a unit
5. Limitations and tricks to a map.ini file

Comments

Display order: Newest first

Rob38 (Team Chamber Member) - Saturday June 5, 2010 - 16:44

Not sure about Inheritable Modules. It's worth a try.

Masterini - Saturday June 5, 2010 - 8:27

I have a question : How to Change the Inheritable Modules ? Is it possible ?
I would like to change the OCL of the Morgul Blade who summon a BarrowWight.
And when i tried to change totally the Barrowwight i bugged :/

Rob38 (Team Chamber Member) - Sunday January 13, 2008 - 22:17

Probably want to post your question in the forums as you'll get more help there ;)

ILUTAVAR - Sunday January 13, 2008 - 14:59

how do i add more powers to a hero?

Sulherokhh (Team Chamber Member) - Saturday October 6, 2007 - 3:33

I knew some of that already, but it is a very helpful reference. I bet that it is even better for starting map.ini coders.
Very good. :P

Bart (Administrator) - Saturday August 18, 2007 - 19:36

              
Quote
Hold on 2play... It seems you are talking about the game being modded. I'm talking about just a stand alone map with a map.ini file included.

nope, map.ini. i've gotten quite some experience with it when making my helms deep map
              
Quote
What isn't true? I was refering to trying to change an upgrade already in the game ;)

what isn't true, is that you can't edit existing upgrades. only, removing things from existing upgrades isn't possible. if you need a better explanation, contact me on msn
              
Quote
Does that work in a map.ini file? Can you put the mappedimage code in it?

haven't tested it, but someone posted it a while ago and i can't see why it wouldn't work (but then again, many things don't work that should :-/)
              
Quote
Again, I'm confused. I'm almost positive you have to change the name of it no matter what.

if your set is
              
Code
1 = Button1
2 = Button2
3 = Button3

then overriding it with
              
Code
1 = Button5
2 = Button12
3 = Button6
will work, but
              
Code
1 = Button5
2 = Button7

will leave the 3rd button in too
              
Quote
Again, I'm talking about a stand alone map. You may be right though with creating a new object. I'll test that out.

of course, but only the map maker has to do this mini-mod. an object in worldbuilder is just a reference to an object name, and this mini mod tells WB that it exists

Rob38 (Team Chamber Member) - Saturday August 18, 2007 - 16:08

Hold on 2play... It seems you are talking about the game being modded. I'm talking about just a stand alone map with a map.ini file included.

              
Quote
As far as I know, this isn't true. It doesn't work however to copy an upgrade from the original ini (the literal text, so without changing the name) and removing a line, because it's already there when the game is loaded. In this case you would need to add a new upgrade indeed.
What isn't true? I was refering to trying to change an upgrade already in the game ;)
              
Quote
You can also find a button with a completely unused image, and then edit that mappedimage to the actual texture you want on your button
Does that work in a map.ini file? Can you put the mappedimage code in it?               
Quote
Not if you can override every slot
Again, I'm confused. I'm almost positive you have to change the name of it no matter what.               
Quote
Yes you can, but you can't use them in WB. That can be fixed with a simple ini file in the game dir when editing your map (see my -mod tutorial)
Again, I'm talking about a stand alone map. You may be right though with creating a new object. I'll test that out.

Bart (Administrator) - Saturday August 18, 2007 - 8:30

Good tutorial, some comments:

              
Quote
I found out that if you want to change anything in an existing upgrade, you must make a new one and name it something else. This can be a real pain for big map.ini files since you have to change all the units affected by the upgrade also :( I did find, however, that you do not need to change the names of special abilities for the game to read the changes made in it.

As far as I know, this isn't true. It doesn't work however to copy an upgrade from the original ini (the literal text, so without changing the name) and removing a line, because it's already there when the game is loaded. In this case you would need to add a new upgrade indeed.
              
Quote
You can't change the name of commandbuttons. If you try to make your own with a unique name, the button images will not show in-game no matter what. So what you have to do is go through the commandbutton.ini, find one with the button image you want, and change everything else (except the name) for it. This can be annoying at times.

You can also find a button with a completely unused image, and then edit that mappedimage to the actual texture you want on your button
              
Quote
To change a commandset, you must make a new one and name it something different.

Not if you can override every slot
              
Quote
You can't create new objects. You must use an existing object from the game. You can, however, change almost everything with the object and give it a new model, etc...

Yes you can, but you can't use them in WB. That can be fixed with a simple ini file in the game dir when editing your map (see my -mod tutorial)

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