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extended map.ini coding

Avatar of -SilverBane-


Category: Code
Level: Intermediate
Created: Thursday May 28, 2015 - 18:08
Updated: Sunday May 31, 2015 - 12:20
Views: 4835
Summary: A tutorial for those who want to make heavily customized maps, but modders might find tricks too!


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The first step you must do before starting coding in the map.ini is to get familiarised with original INI.big. This bunch of ini files are the settings of the game. Here is where all the stuff like buildcost, model, spellbooks, interface settings, special powers for units are defined. You should first look into data\ini\object, we will pick for the next step the isengard pikeman, so try to find where his code is found. It should be here:data\ini\object\evilfaction\units\isengard
Most units/buildings used in the game are found in "goodfaction" or "evilfaction", neutral things like an inn or outpost are found in "neutral", trees are found in "nature", and most of the buildings/props used for map beautification are found in "civilian"

Now, go back to: data\ini , and notice these files: armor.INI, commandbutton.INI, commandset.INI, fxlist.INI, fxparticlesystem.INI, gamedata.INI, objectcreationlist.INI, playertemplate.INI, weapon.INI. These files along the object's main code (found in data\ini\object\....) are the most used in creating a custom map. Of course, there are other files used sometimes too, like crate.INI, but they are not that common and we will get over them now.

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