How to edit a number of ships and add capships

vladimir3d

Spaceman
I was wodering is it possible to edit the number of ships with whom you fly in prophecy SO?

aka, for example when i reach ella starbase i get local defense force of 6 extra fighters, it is possible to raise the number of fighters to, i don't know, 12?

also has anyone made any custom capships for prophecy and SO?
 
You can get more ships here:

http://killerwave.solsector.net/

It should be noted that some of those ships are not implemented as capships, but instead as corvettes (and the corvettes usually have their hardpoints off, possibly because corvettes don't have hardpoints, I'm not sure).

And with the mission scripter they put out, it is possible to change the number of wingman. However, there is a limit to the number of ships that can autopilot with you (Off hand, I don't remember what that number is).

Also, I'm unsure about the ability to de-compile an existing mission, and then recompile it again to make it run in WCP/SO. That's a question for someone else.
 
You'd have to decompile the mission, add new fighters and compile it again. I think people use WCPPascal for writing mission code.

There's some tutorials on the UE site about mission programming. I've tried writing mission code and compiling it, but the mission didn't work in WCP/SO.

WCPPascal can be found on this site.
 
You can't decompile a mission, so no, there's no easy way to add more ships to a WCP mission.
 
how can i add some of the b5 ships into wc SO? Aka
what needs to be done besides usual unzipping.

I added wc3-4 ships by simply unzipping them into
directory and then using wcedit - i could not do the
same with b5 ships from link posted above
 
how can i add some of the b5 ships into wc SO? Aka
what needs to be done besides usual unzipping.

I added wc3-4 ships by simply unzipping them into
directory and then using wcedit - i could not do the
same with b5 ships from link posted above

There is a large collection of ships called B5 Commander. It's linked from Killerwave's site. Look there.
 
You'd have to decompile the mission, add new fighters and compile it again. I think people use WCPPascal for writing mission code.

There's some tutorials on the UE site about mission programming. I've tried writing mission code and compiling it, but the mission didn't work in WCP/SO.

WCPPascal can be found on this site.

There's a lack of tutorials for WCPascal, particularly in the steps necessary to get it running right (and what to use).

If you're ever interested in learning, start trying again and send me a PM with any errors. As I've screwed up using WCPascal so many times, there's precious little I haven't found a solution for.
 
I got a question about WCPascal, I am using the secret ops from wcnews, and I am looking for the Langauge folder and it is not there, where can I get it? Or was it just a bad install.
 
You need to extract it from the WCSO tre files, have you done that? You should extract everything from all the tre files before you start editing things.
 
Not yet but now I am, but inside the .tre is a bunch of writing... what should I do with that? Make it into a file?
 
http://hcl.wcrevival.de/archive/

near the bottom of that page is a link to a program called treman, download it and open the tre file with that. its a dos based program so you may have to open a cmd window to use it. once you've opend the tre file with treman, just extract all the files and do whatever you wish with the files it extract.
 
http://hcl.wcrevival.de/archive/treman1.zip

This is the download link to the TRE program you have. If you already have it, then great! If not, that's a straight download. You know the drill - right click and "Save as" and all that good stuff.

1) Extract the TREMAN zip to the WCSO/WCP directory
1) Open up the WCSO/WCP directory.
2) Right click on the TRE File and select "Open With..."
3) Add or select the TREMAN program, and make sure the "Open all files with this application" box is checked. This will make opening future TRE files easier.
4) Double click the TRE file you want to open - it should open in a dos window with a simple text menu.
5) Select the "Extract all files" option by pressing whatever number it is.

Repeat the process for ALL the TRE files in the game.

It might take a few minutes to get all the files out, after it's done there should be a number of different folders created in the WCSO/WCP directory.

If you're planning on building a campaign, with full briefings, and don't care about messing up your WCSO/WCP installation (You can always extract the TRE's again to overwrite any changes you make.) Alternatively, you can build your own TRE files (this is understandably, a bit more complicated) and then associate the EXE file to use your own files, but that gets messy.

If you just want to learn the basics, you should download the SOSIM application (http://download.wcnews.com/files/so/sosim.zip) and write missions that overwrite the SIM missions. Later, when you've figured all that out, you can go to work writing a linked campaign series.
 
Beware, though, with some TREs, especially the fan-made (probably because they're full of uncompressed files), TREMAN stops extracting the files before having extracted all the files. A workaround is to select the option to extract some files, then type "m" for multiple files, then type a subfolder (ie: "mat\"). repeat for all subfolders.
 
Got it all working now :) got a mission set up in pascal, but when it gets to function MAIN it has an error with 'begin'

It also is telling me things like it can't find wcp.pas consts.pas pilots.pas and when I try to use a variable it says it cant find var.pas.

Anyone tell me what is wrong? Did I forget to extract something? Or was it something I forgot to download?
 
Offhand it sounds like you're either missing those files, or have mis-named their search locations in your header. You should post the relevent lines here, and check your folder to make sure you have those files installed.

Otherwise you might need to grab them from the WCP website. If I remember correctly, there's a download from the WCP site that has only the EXE and some support files, and not everything needed to properly compile a file.

That would all be on Thomas Bruckners site, IIRC.
 
Ok how do I name pilots? I got a ship (@Maestro@) and I give him Maestro's comms. When I see his ship ingame, it just shows up as "Panther" anyone tell me how to fix this?
 
Okay...few more notes.

Regarding Treman:
User Account Control MUST be turned off to use it properly in Windows Vista.

Repacking TRE files:
http://hcl.wcrevival.de/archive/tremake.zip

This is the download link for the TREMAKER program. In this post we'll create a TRE file called "datatwo.tre" that we have recompiled with our custom series file in it.

1) Create a new folder called "TRE BUILDER"
2) Assemble all the files you want to put into the TRE into ONE DIRECTORY. Make sure this directory is laid out exactly like you want the final TRE file to lay (IE: The same way you want to the folders to display in the WCSO Directory). For us, this means creating a folder called "datatwo" (our ending TRE file name) and creating sub folder called "mission" with our file "cssers.srs" in the mission folder. Put this folder ("datatwo") into the "TRE BUILDER" directory.
2) Extract the tremake file to the "TRE BUILDER" directory. The folder should now have two things in it: a folder called "datatwo" and a file called "tremake.exe"
3) MAKE SURE WINDOWS VISTA ACCOUNT CONTROL IS TURNED OFF.
4) Open a dos prompt and navigate to the TRE BUILDER directory. If you don't know how to do this, go buy yourself a Macintosh and forget ever learning how to use a computer for anything useful.
5) Run tremake by typing the following:

tremake datatwo.tre datatwo

Let me take a minute and explain this line. "tremake" is the executable file we are running, datatwo.tre is the name of the TRE file we are creating (Make sure it has that .tre on the end or it won't work) and "datatwo" is the name of the folder whose contents we want packed into the TRE file.

Very simple, very straight forward, it still took me two hours to figure out so I'm passing my lessons on to anyone else.

(Apologies for the Bump, I didn't think it was worth starting a whole new thread for.)
 
Ok how do I name pilots? I got a ship (@Maestro@) and I give him Maestro's comms. When I see his ship ingame, it just shows up as "Panther" anyone tell me how to fix this?

Let's look at some mission code to see!

object Wingman_1(Ship) //wingman
obj: hellcat; //wingman ship
x: 300; // x coord
y: 0; // y coord
z: 1400; // z coord
main: M_Wingman; // wingman main function
targstr: targetid["Alpha 2"]; // points to a string in targetid.eng
pilot: Pilot_Zero; // pilot
end; // end object function

Okay! Here we go, this is some sample mission code, as you can see this line:

targstr: targetid["Alpha 2"];

...gives the ship it's name. Per the comments on the code, you need to make sure whatever name you give it exists in the targetid.eng file. This file is stored in the /language/ directory of your WCSO installation, and can be edited with a string editor (available here: http://tbruckner.esmartweb.com/stredit.zip).

If you're writing in German or French make sure you change the end of the file to say targetid.fre or targetid.ger.
 
Back
Top