General Information
Register Time: 8 Sep 2013, 22:10 PM
Last Visit Time: 19 Oct 2023, 20:27 PM
Youtube: https://www.youtube.com/user/eliw00d
Steam: 76561197964578176
Birthday: 1984-03-05
Residence: United States
Nationality: Finland
Timezone: America/Chicago
Game Name: eliw00d
Yeah, you have to manually fix all the meshes. It can be somewhat painstaking but that is what I remember having to do. It also depends on what you are trying to do. There were some Relic models that could be imported and then re-exported from 3DS Max 7/8 that worked well with the Object Editor.
If I have time I'll try to dig through my CoH1 stuff and see what I can find.
You can edit Relic .rgo files but the trick is you need a custom .rgm file with the same name as the .rgo you are trying to edit. It's been so long so I don't remember everything, but that might get you closer.
When is the last time your mod built without errors? Backtrack any recent changes until it builds to troubleshoot it. Alternatively, start removing files/folders until it builds. Unfortunately, that's pretty much all you can do.
Unfortunately, the details are quite hazy since it was nearly a decade ago. I imagine if you had a good understanding of the .bsc file format you could probably create your own. But, beyond that, I have no idea.
Unfortunately, I believe this to be impossible. The Stats_* functions are C functions exposed to Lua, so there's no way to "find" the function to look at it - and even if you could, you can't modify the C code, anyways.
There are a few undocumented functions, but they do not provide anything more than what the others already do. But, they might be useful in other ways:
Stats_BeginBalanceStatsDump(string filename)
Creates a .csv file in /LogFiles that looks like: gamestats-<filename>-01260.2019-06-08.10-20-01.csv; it starts out blank.
Stats_BalancePrint(string row)
If a balance stats dump has begun, prints a row to the current file.
Stats_EndBalanceStatsDump()
Closes the current file for a balance stats dump.
Stats_DumpFramesToDisk(string ?)
I haven't been able to figure this one out, yet. All I know is that it only takes a string. Maybe filename?
Stats_GetScenarioName()
Returns the current scenario name.
Stats_ReportGameStats(string filename, float realTime)
Creates a .lua file in /LogFiles that looks like: <filename>.lua; it prints all of the current stats for the game, and will set realTime to "minutes : seconds" of the passed in float (which I believe are seconds). I'm not 100% sure what that's for.
The closest you could get to what you're looking for is to handle the GE_EntityKilled event and maybe do a Stats_BalancePrint or something to log the entity's blueprint at time of death. However, I don't think there's a way to figure out who killed that entity.
Keep in mind that there are separate single-player and multi-player entities and squads. So, I would guess that those SP squads are not in the MP entity's spawnable squads.
Yeah, you always need that import due to maps using the functions it provides.
You don't need to use parentheses, but it's not a bad habit to get into if you ever wanted to program in a different language. It is entirely optional in Lua, so up to you in the end. I just did so out of habit and I like the way it looks. *shrug*