Staredit Network > Forums > Modding Assistance > Topic: How to change button sets for existing mods without all custom c
How to change button sets for existing mods without all custom c
Apr 12 2020, 10:11 am
By: Zincoshine  

Apr 12 2020, 10:11 am Zincoshine Post #1



How to change button sets for existing mods without all custom content in the mod getting removed? (for some reason, only part of the title is showing)

So one problem with Visions of the future series, especially VotF 4, is the missing button sets for a lot of custom units. This is due to the campaigns being made before Firegraft existed.

Now I've realized that Firegraft is the application that can add button sets and it looks like a very easy thing to do, the problem is that I cannot for the life of me figure out how to edit the button sets of an existing mod without everything else in the mod disappearing. Opening a mod opens it but if I try to save it, only the custom button sets are kept, everything else in the mod before I opened it such as custom graphics and such ends up being gone. Can anyone help me out here? The change I want to do is so simple and easy too, I just want to change the button set of [6] tank turret (tank mode) from none to Basic commands and add an attack button to the button sets for defilers + heroes.



None.

Apr 12 2020, 12:49 pm UEDCommander Post #2



When it asks you to replace all contents of the mod with external archive, which actually says in all caps that it will clear out current mod, don't press "Ok".



Humanity first. No matter the cost.

Apr 12 2020, 9:22 pm Zincoshine Post #3



Quote from UEDCommander
When it asks you to replace all contents of the mod with external archive, which actually says in all caps that it will clear out current mod, don't press "Ok".

oh so that's what they mean by archive.... Thanks!



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[12:06 am]
lifebot -- join RPG @ US WEST
[2020-9-23. : 7:10 am]
sraw531 -- ungh, looks like im going to have to do a binary count off for death messages, they aren't properly being displayed to everybody :(
[2020-9-23. : 4:22 am]
sraw531 -- maybe I should just test what happens if you teleport(move) the command centers to a location off the map every cycle while they are flying.
[2020-9-23. : 4:22 am]
sraw531 -- if you do a for each loop, then youd likely have deselection issues, if you dont youd likely have issues with non-prebuilt command centers
[2020-9-23. : 4:21 am]
sraw531 -- UndeadStar
UndeadStar shouted: @sraw531: what happen if you continuously (through trigger) order it to move to its own location?Close to what you need?Or just bug/bad?
That might work for one command center, but it wouldn't work for multiple. If you were to do it for multiple youd need 1-2 locations for each, and thats not easy.
[2020-9-23. : 3:30 am]
UndeadStar -- @sraw531: what happen if you continuously (through trigger) order it to move to its own location?Close to what you need?Or just bug/bad?
[2020-9-22. : 12:08 pm]
IlyaSnopchenko -- sraw531
sraw531 shouted: is there an "easy" (without modding/EUD) way to make flying command centers have a movement speed of ~0 when trying to fly, but can still land/lift?
Funny that it was just what I did when trying to prevent flying buildings from flying... though that was still through iscript/AICE - set the flingy speed to 0 after each liftoff (as it's reset to a hardcoded value each time the building lifts off)
[2020-9-22. : 5:01 am]
Oh_Man -- https://youtu.be/eG9lTgu0R-M This guy must have got sued by like 5 different companies. 🤣
[2020-9-22. : 1:00 am]
sraw531 -- is there an "easy" (without modding/EUD) way to make flying command centers have a movement speed of ~0 when trying to fly, but can still land/lift?
[2020-9-22. : 12:50 am]
sraw531 -- surprisingly easy to change all the hero marines into normal marines, and vice versa, across the map though.
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