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Topics - CodeMoose

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Modifications / Modding RA3
« on: June 19, 2016, 03:48:40 PM »
Since RA3 is built on Unity and I'm pretty familiar with how that works (sort of), I thought I would take a look at how difficult it would be to mod the game. Also considering the second Q&A post by the developers contained the following:

 > I'd also like to ask if any modding tools will be supplied by Octopus Tree
Not at initial release. Between us, Unity games are HIGHLY MODDABLE without any support required on the Dev side. Clever folks can actually hook right into the C# mono code.

I thought they wouldn't mind if I took a look.

So I spent a few days investigating and coming up with a way to modify the C# IL (similar to how other Unity game mods do it - with Mono.Cecil). Then I coded up a few examples of how you could alter the code, by adding a couple of export buttons and a new component.

The code isn't much more than a proof of concept (so expect issues if you try to use it) but I'm hoping it might serve as a useful resource for other people to start modding RA3, or even for fixing issues. I put it up on GitHub over at: https://github.com/CodeMooseUS/ra3-tweaks.

Here is a picture of the example weapon I added to my bot (I call him 'ChopSalad'):


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