Men of War: Assault Squad 2

Men of War: Assault Squad 2

Men of War: Assault Squad 2 - Workshop
The place to find custom maps, missions and mods for your favourite Men of War game! Want to contribute? Check the mainfolder of the game for all modding tools, such as map editor and plug-ins.
Emily 1 21 Oct, 2021 @ 1:29pm
trying to finish a mod
So i've been scripting a mission to play with some friends however i've run into 3 roadblocks that i cannot figure out:

1. When setting up the folder i cannot figure out how to make my mod appear as a singleplayer it just wont work, it doesnt show up in the menu nor as a selectable mission online nor does it show up in the map selection in the editor so i'm very confused as to how i can add my map to the pool as a single/coop mission.

2. I have yet to figure out how to set up spawn points for players to spawn, i have a bit of an idea as to how its supposed to be done but i havent been able to check out if it works.

3 i have set up a reinforcements menu but i have not been able to find out hwo to script in passive menpower income. (My idea is to recieve a set amount of menpower every few minutes.)

Any help with point 2 and/or 3 will be very appreciated but point 1 is my main problem
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Showing 1-3 of 3 comments
CalvinJZ 21 Oct, 2021 @ 2:44pm 
So when setting up a mod, here are several things to pay attention to and make sure they are right:

  1. Set up the mod.info, this file you can basically copy over from other mods, in it you can specify the name, description and version numbers of the game that it works with.
  2. Make sure you have the correct folder structure, the way modding works in this game is that a mod essentially overwrites vanilla files when loading it in. If your mod has a certain file name that is the same as in the vanilla game, in the same folder structure, the game will use the mod's file.

    Example: vanilla file is called car123.def inside the folders entity\vehicle\cars\. In order to mod this, in your mod you create an "entity" folder, in it a "vehicle" folder, in that one a "cars" folder and in that one your version of car123.def.

    In your case: you'd need resource\map\single\[yourmapfolder], or in an extra folder (or existing one) if it's for a certain campaign.

Well that's baaaasically it... there are still several other things you could do to polish up your mod: adding a localization is one, but it's not necessary. What that does it make sure your map's name is not some directory.. uh, well it basically makes it prettier. You can also give it a background picture etc when loading, all that stuff. Not necessary but it's prettier I guess.

... probably important to mention now: when creating a map you create a map in F2 mode, this lays the shape of your map, basically your "base" map. In F3 mode you create "missions" for your map, basically variants. To make the game recognize your map for a certain game mode, these mission (F3) map files need to be named accordingly. Example: combat.mi for the gamemode combat. For singleplayer/coop they are called "0.mi".

Anyways, sadly I can't say much more as I'm not very knowledgeable on singleplayer/coop missions. My best advise would be to load up an existing mission in the editor (in F3 mode of course) and see what "map pointers" are used etc to make certain functions work.
Emily 1 28 Oct, 2021 @ 5:08am 
Thank you @Tjdagger, i've resolved most of my issues however i'm still stuck on how to add an income of manpower.
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