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Long answer: When a new player is spawned, which happens in the eo_impl.h file (located in scripts/mpgamemodes/common):MPGM_EOMode::CreateCharacterForPlayer() method. Here, depending on a parameter it is decided if you spawn in the readyroom, the mission theatre or if you get restored. If you spawn in the mission the SpawnCharacterInLandingModule() method is called. This method is implemented in the different game modes.
This method attemts to "get" a suitable vehicle, by calling GetLandingModule(), which either looks for an already existing vehicle. If none is found one is created landing towards a spawn point.
The method I used (and Dram for the Vanilla version) is FindVehicleByCFG() which looks through all vehicle in the scene and returns the first it can find which has the given config file path.
This method is defined in scripts/campaign/gameobjectsimpl.h in the class Location. The Location class has an array with all vehicles in the scene. There are several methods to "find" vehicles.
Now to the rest of your questions...no mod/addon has any effect on the game data. It is located in archive files (*.pak). The launcher can extract them. Interestingly, as you know, TKOM is a total conversion of Carrier Command GM (with some extras). If you own that game, you can find a tool in it's binary folder with which you can extract the pak files yourself.
If you install a mod/addon the game basically first looks if there's something in your addonpacks folder, if yes, it uses that file, if not, it uses the default file in it's pak files. Same with this mod. I simply replicated the folder structure and placed my gamemode script file, that's it.
It is possible I should have used a different path for the addon vehicle, something like $addons:/scripts/entities.... I will have a look.
This seems to present a problem for non-coders. I was hoping to essentially learn through plagerism. Reference existing mods/addons (starting with simple ones) and see what values changed, maybe tweak a couple things and then create my own version to test a desired outcome.
Maybe it's worth getting a copy of Carrier Command for the extraction tool.
Thanks for the insight though.
Ah, thanks for the hint. I'll try that out.
Basically, I don't have a clue of what I'm doing:
Anyway, I'm a bit lost trying to extract .pak files... but I'm very curious to cross compare between the extracted game data and what is in the extracted mods/addons.
Thanks for the help!
I think you went a bit to far. Just to extract the game data, open the game launcher, go to the "Developer" tab, where the Workbench button is located, and click on the extract data button. That should do it.
This extracts the core game data, but I didn't think it extracted the mod/addon .pak files. If it does, I don't know where to look for them... but I'll definitiely find them if they are there.
Is the data from the mod/addons dispersed throughout the extracted game data folder structure... I assumed that mod/addons were unaffected when clicking "Extract game data"
I just never thought to look there when trying to figure out how to unpack .pak files.
Sorry for all of the back and forth on figuring out such a simple step.