Call to Arms

Call to Arms

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Creating Mods
By Tjdagger
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Getting started
So you've made a map or mission and you want to share it.
The first thing you'll want is to get map folder in the right folder structure format for the game to reconize it.
Your existing map you've created will be located in...

C:\Program Files (x86)\Steam\steamapps\common\Call to Arms\resource\map

.and a mod template can be found in...

C:\Program Files (x86)\Steam\steamapps\common\Call to Arms\mods\template

Simpy make a copy of the template folder and rename the copy to whatever you want to call your mod.

Then inside your new mod folder you will need to create the folder structure by adding new folders.

For a Single player/ co-op mission....

C:\Program Files (x86)\Steam\steamapps\common\Call to Arms\mods\name_of_your_mod\resource\map\single

For a PVP map....

C:\Program Files (x86)\Steam\steamapps\common\Call to Arms\mods\name_of_your_mod\resource\map\multi

Once you've created the correct file structure copy and paste, or cut and paste your map folder into the appropriate folder.

Once you have your map folder insider your mod folder, and your mod.info (more on that to come) setup correctly. You will be able to activate your mod in the editor and load it up and work directly on your map and mission files. You will be able to edit and save directly to your mod folder.

Mod Basics
A basic mod consists of the mod folder with your map folder, a PAT file named 1. And a mod.info file.
You will find a sample "mod.info" file and the "1.PAT" file find this in the mod template, found @....

C:\Program Files (x86)\Steam\steamapps\common\Call to Arms\mods\template

You can copy the template folder to use or download an existing mod as an example.

For more complex mods it is helpful to download and existing mod that does what you want to do... that is, if one already exists.

As a general rule though. Anything you want to add to a mod will need to follow the same game file folder structure as the game.

For example, if you want to add a piece of music to include in a mission.
Music files are stored at the location...

C:\Program Files (x86)\Steam\steamapps\common\Call to Arms\resource/music

So for a mod to include music, the music files would need to be placed in....

C:\Program Files (x86)\Steam\steamapps\common\Call to Arms\mods\Renagade\resource\music

In this example "Renagade" is the name of the mods folder.

The music placed at this location will be available in the editor or game when the mod is activated.

Basically when a mod is activated, folder structures are merged with existing folder structures. This means any file you add that shares the same filename as an existing file at the same location. The modded file will override the vanilla game file. It will not overwrite the vanilla file, it will just take priority over the vanilla file with the same filename while the mod is active.



mod.info
Your mod folder will need a "mod.info" file.
This file is placed directly in the mod folder.

Here is a sample of a mod.info file....

{mod
{name "Brutal_combat"}
{tags " tjdagger, gem,editor, editor gems,"}
{desc "A mod by Tjdagger."}
{minGameVersion "1.228.0"}
{maxGameVersion "1.500.0"}
}

A simple method is to copy a mod.info file from an existing mod and place it in your mod folder. Then open it with something like notepad++ and edit it to suit your mod.
In mission Text and .pot files
Any time you add text to a mission, such as reinforcement button hints and task descriptions etc. A .pot file will be generated.
You will find this file at a location such as....
C:\Program Files (x86)\Steam\steamapps\common\Call to Arms\localizations\default\interface\text\mission\single

You will have to add the folder structure to your mod folder...
localizations\default\interface\text\mission\single
This will be where you place your .pot files to get your text to appear ingame.
23 Comments
mbdbdmbdbd 27 Jul, 2022 @ 10:54am 
Okay, so my mod appears in the game, but even when i activated WF first, and then my mod second, the entitymanager values seem not be overwriten by my mod, it's like if my mod is loaded first, and then WF is loaded second.

Do you know how to change load order, or priorities manually
NPC 27 Jul, 2022 @ 9:02am 
Call of duty.
Tjdagger  [author] 27 Jul, 2022 @ 2:15am 
Hi ÚwÚ
Where or what game would you be porting them from?
NPC 26 Jul, 2022 @ 5:18pm 
Is there a tutorial on how to port models and textures into call to arms?
KampfTomate007 3 May, 2022 @ 6:03am 
Okay, so my mod appears in the game, but even when i activated WF first, and then my mod second, the entitymanager values seem not be overwriten by my mod, it's like if my mod is loaded first, and then WF is loaded second.

Do you know how to change load order, or priorities manually?
mbdbdmbdbd 2 May, 2022 @ 5:24pm 
Good work mate. :steamthumbsup::steamthumbsup:
Tjdagger  [author] 29 Apr, 2022 @ 2:03pm 
Hi KampfTomate007, A lot of trial and error is normal. You persisted and worked it out. Good work mate. :steamthumbsup:
KampfTomate007 29 Apr, 2022 @ 12:06pm 
Nevermind, i basically did the same thing as the first time, but instead of using the existing "set" folder inside the "1.pat" i just created a "resource" folder inside it and moved the set folder into it, loaded up the game, and it magically popped up...

Thanks for the help with this guide! :D
KampfTomate007 29 Apr, 2022 @ 12:04pm 
I tried putting the entitymanager.set file into the preexisting "set" folder, but that didn't work, then i tried recreating what other mods seem to do by creating a regular "resource\set\entitymanager.set" folder structure into the mod folder beside the "1.pat" and "mod.info" file, and that didn't work either.
KampfTomate007 29 Apr, 2022 @ 12:01pm 
I tried to follow this guide and what's explained in the readme inside the template mod, but i can't seem to get it working.