[REQ] Land or Air Only Units

Discussion in 'Mod Discussions' started by vackillers, August 13, 2014.

  1. vackillers

    vackillers Well-Known Member

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    I used to play this a lot with the soupcom games where you could enable/disable set features to gave a very specific game and I saw that there is now a DOX only mod aswell as a Firefly only mod. So if anyone is able to make a mod that lets you play with only land units or only air units that world be fantastic. I dunno how to enable/disable stuff or I would make it myself.

    Would appreciate if anyone could make that I am wanting a single big planet match without the expanse of orbital and multi planet stuff.

    Thanks in advance!
  2. thetrophysystem

    thetrophysystem Post Master General

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    I made one that buffs naval. Just put it on a water world and you can make it air/naval only. Including teleporters for naval.

    Besides that, it wouldn't be hard. I might post one here in 5 minutes. All I will do, is go down the master list the game loads of units, and remove air units from even being looked for.

    EDIT: Also, if you take my mod, and apply it to "statera" via swapping statera's unit list json located in the same path, it will work. Just... you know... saying....
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  3. vackillers

    vackillers Well-Known Member

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  4. thetrophysystem

    thetrophysystem Post Master General

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    This zip has only 3 things.

    1) A modinfo.json so the game/PAMM can handle it.
    2) Air units and structures and orbitals, structures include nukes and turrets so remove if desired.
    3) The commander nerf from "Naval Redux"/"Statera", trust me, it will be a hard game if the commander is overpowered against air.

    Change what you feel is necesary. Optionally, go to the same directory in your PA folder to find the vanilla unitlist.json and copy/paste it into this mod and selectively remove what you want to make a land only mode or whatever.

    Move this unzipped to yourusername/appdata/local/uber entertainment/planetary annihilation/server_mods. Optionally, run PAMM to confirm it reads it and activate the mod from there. I am now launching it to see if I didn't mess up json syntax, I threw it together rather quickly. EDIT: Appears to work.

    BTW, this is a good learning mod for how to selectively enable or disable units in-game. And for modding in general. This demonstrates how you "shadow" the PA/Media directory. Any mod folder in server_mods simply mimics the directory of pa/media. You put a pa folder in your server mod folder, the game reads it like the files are /pa/media/pa. You put a ui folder in your server mod folder, the game reads it like the files are /pa/media/ui. You put a units folder into your server mod folder, the game reads it like the files are /pa/media/units.

    Attached Files:

    Last edited: August 13, 2014
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  5. vackillers

    vackillers Well-Known Member

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    I can't thank you enough for that... like seriously thanks man this is just awesome I really apreciate the effort I wasn't actually expecting anyone to really answer the call for help on this haha....
  6. thetrophysystem

    thetrophysystem Post Master General

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    This was particularly easy. When you see it, you will realize how entirely possible this was for you to do.

    What you should request now, is a client/server mod, that dynamically lets you choose what units to play with in your options menu in-game, so you don't have to change the file, just choose the units and the game makes the changes for you. An automated API or something. That would be magic. What I did was just the most simple mod in the history of mod.
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  7. vackillers

    vackillers Well-Known Member

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    lol... Yeah I am looking at it now... yes of course Ideally that would be excellent if this could somehow be setup in the lobby area or something coz its not something I want to play with on all the time.
  8. Raevn

    Raevn Moderator Alumni

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    It's not currently possible to perform file management from inside the game, so a dynamic mod to select units isn't possible at this time :(
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  9. vackillers

    vackillers Well-Known Member

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    Ahhhh okay... well thanks for the reply raevn....

    @thetrophysystem reminds me... how do I get the normal commander back for my land only matches?
  10. thetrophysystem

    thetrophysystem Post Master General

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    Look at the commander .jsons in the aironly/units/commander. You will notice base_commander.json, which every commander uses so they have the exact same stats. You will notice 6 other .jsons, tool_aa, tool_torpedo, ect. It will technically error but not crash the game, but you could just remove torpedo and aa tools .jsons. What you can also do, is edit base_commander.json and remove some of his ["tool":], just leave the ones that say gun and ubercannon, remove the ones that say aa and torpedo. Make sure it has an appropriate number of commas afterwards, if you mess up how many commas or closing brackets it has it WILL error AND not run.
  11. vackillers

    vackillers Well-Known Member

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    @thetrophysystem

    I'm running into an issue when I copy over the default unit_list.json file to the mod, when I try to delete the stuff that I don't want, like the air, what ends up happening in game is that I loose the ability to build anything with the commander, and therefore cannot even start a game. Also I noticed when I do change something, all the metal spots disapear as well... Your unit_list file I noticed list format is vastly different to the default ones, even with word wrap on... am I deleting something I shouldn't?

    Edit: no problem I figured it out, I was deleting the ]} at the end of the code so it wasn't closing out.... big bo bo lol....

    thanks for all the help
    Last edited: August 13, 2014
  12. wondible

    wondible Post Master General

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    It might be possible to do a runtime modification of BuildHotkeyModel and/or the build bar. The tricky part would be communicating the changes to other players during new_game.
  13. Raevn

    Raevn Moderator Alumni

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    That could work. It would only be the equivalent of a client-side mod though, and can therefore be cheated around.
  14. exterminans

    exterminans Post Master General

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    Actually... It is also possible by modding the factories.

    Strip them from the attributes which make them buildable by any fabber/Commander and that's how you remove the entire tech tree from the game.

    In addition, you also might wanna remove related structures the very same way, also by removing the corresponding attributes.

    The actual function of the mod wouldn't be "air only", but "no ground factories" instead.

    Moding the unitlist.json would be possible too, but not the best way to do it, since only a single mod can modify that file at the same time.
    Last edited: August 13, 2014

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