Modding - Creating Custom Onslaughts ...
While I've not done it myself I believe you copy your modded files into the folder:
\steamapps\common\orcs must die!\data\mod\onslaughts\
You'll probably need to create the mod\onslaught folders. Once the modded files are in the folder just run the game and load the level and it'll load your modded one instead of the normal version.
As smeggit says you create the mod folder in \steamapps\common\orcs must die!\data\ and copy the onslaught folder in it.
Then start the game. To play vanilla again move the folder and restart the game.
If you are new to it I would suggest taking it easy. Change one number and see what happens. And so on. You need to restart the game after each change I believe.
It's very easy when you get the hang of it.
Thanks alot fella's!! it worked perfectly, except 1 thing, i couldent change >Hordeswordsman< to >Orge< is that correct scripting? or is there summthing im missing?
Hey does anyone think they could send me a message or comment, and give and step by step instructions. Please ?
Hey I'm just starting to use the Onslaught files and I was wondering how we can change the starting coins. I didn't see it anywhere in the timing or wave information.
Do we just have to wait until the next wave?
Thanks!
~Nana
I believe it might be in the timing file. Look there.
I tried that, the very first wave doesn't seem to allow me to change the gold amount. :(
You could change the first wave to one single orc and when you shoot him... you get a large amount of cash.
Hello, and thank you for the development of such nice game.
However, I would like some help with the following:
In *.timing:
0 - Are each break (Go) necessarily every 3 waves, or can this be changed?
1 - The tag (<Timing ParTimeSeconds="660">)
Does that mean the entire map must be achieved in under 11 minutes for the five skull rating?
2 - The tag (<Break>-1</Break>)
Does this means that there is no break? Or is it there is no money gain.
3 - The tag (<Break BonusGold="400">12</Break>)
What does the second number stands for? I could tell when the Break is reached, you gain 400 Gold Pieces, but the 12 I could not find its use.
4 - If there are 5 lines of Break in the file, does that mean I have 15 Waves, or each Wave in game references to a Wave Break line?
In *.onslaught
5 - The tag (<Onslaught WaypointGroup="PathMain">)
Can it be changed, I mean, is there PathMain. PathAuxililiary, Blank ("")
Can I force the enemys no Pathing, but rather Purposes (Moving random, Chasing Player, Chasing Soldiers)?
6 - The tag (<Wave Break="-1" GroupSpacing="8" WaitTilDead="True">)
(Wave Break="-1") Can it be explicitaded, what does this do? What does is seach for?
(GroupSpacing="8") Does this means that each "spawn" creates 8 units at once, and gives then each a Path?
(WaitTilDead="True") So far, all waves I have seen have this tag. Did I miss them (due to maps) or is this always necessary?
7 - The tag (Group Count="1" EntitySpacing="0.5" NumPaths="5" PathSelection="Sequential")
(Group Count="1") So far, all groups have this, and a "1" value.Is this always necessary? Does having this as "2" would create 2 batches of the rest of the scope of that tag? (Negative as tested)
(EntitySpacing="0.5") Is this, in seconds, the time used to create units, or is this moving units around in the area before the Gate? I could say that this is to avoid clipping of units, so far, as tested this could move units out of the area, and render them immovable.
(NumPaths="5") Is this the number of routes created to the Rift? Could it be know if its A* routing, or Minimum distance, or a custom routing algorithym? Also, changing this number does not seem to add routes for the Horde units, once a capacity is reached they will move in a 8 to 15 organized pathing line.
8 - The tag (PathSelection="Sequential")
Is there any other PathSelection other then: "Sequential" or "Random"? Also what is the diference, given that a line is this tag is designed for a specific unit type?
9 - The tag (<Entity Count="10">HordeSwordsman</Entity>)
Does the Count check after creation of units? I have seem to have created 8 units, out of 0 Count. For a unit not to be created, should I erase their line of code, or simply Count="0"? Does doing so, stops the program from rendering the unit texture?
If anyone could answer any of those questions, please do so, but try to explain how come you achieved that solution.
Regards, Duente.
Ps: Sorry for the gigantic wall of text, I tried to format it as best as possible. Also, English is not my native language, try to cope with errors.
Are there Onslaught files for the Lost Adventure DLC maps? Please say yes :(
In *.onslaught
5 - The tag (<Onslaught WaypointGroup="PathMain">)
Can it be changed, I mean, is there PathMain. PathAuxililiary, Blank ("")
Can I force the enemys no Pathing, but rather Purposes (Moving random, Chasing Player, Chasing Soldiers)?
6 - The tag (<Wave Break="-1" GroupSpacing="8" WaitTilDead="True">)
(Wave Break="-1") Can it be explicitaded, what does this do? What does is seach for?
(GroupSpacing="8") Does this means that each "spawn" creates 8 units at once, and gives then each a Path?
(WaitTilDead="True") So far, all waves I have seen have this tag. Did I miss them (due to maps) or is this always necessary?
7 - The tag (Group Count="1" EntitySpacing="0.5" NumPaths="5" PathSelection="Sequential")
(Group Count="1") So far, all groups have this, and a "1" value.Is this always necessary? Does having this as "2" would create 2 batches of the rest of the scope of that tag? (Negative as tested)
(EntitySpacing="0.5") Is this, in seconds, the time used to create units, or is this moving units around in the area before the Gate? I could say that this is to avoid clipping of units, so far, as tested this could move units out of the area, and render them immovable.
(NumPaths="5") Is this the number of routes created to the Rift? Could it be know if its A* routing, or Minimum distance, or a custom routing algorithym? Also, changing this number does not seem to add routes for the Horde units, once a capacity is reached they will move in a 8 to 15 organized pathing line.
8 - The tag (PathSelection="Sequential")
Is there any other PathSelection other then: "Sequential" or "Random"? Also what is the diference, given that a line is this tag is designed for a specific unit type?
9 - The tag (<Entity Count="10">HordeSwordsman</Entity>)
Does the Count check after creation of units? I have seem to have created 8 units, out of 0 Count. For a unit not to be created, should I erase their line of code, or simply Count="0"? Does doing so, stops the program from rendering the unit texture?
So far what I got:
5 - No changes even when removed the String. It Seems that when a unit is not given a Path, it goes to a Default for a that unit type:
Hunter: Straigth for the player
Rest: shortest path enganging Guardians (except for Runner)
6 - (WaitTilDead="True") - It seems that can be set to "False" to keep a continuous flow of units
Ex: Creating 10k units.
When True: Creates X units, wait for those units to die, then create X units.
When False: Creates X units, wait for EntitySpacing create X units.
9 - Check for After unit was created, if the value is 0, it stops spawn of that unit type.
If anyone else could continue this, I would appreciate aid.
Hey everyone - I've added the onslaught and timing files for all of the DLC maps to the Zip file that's linked to in the original post. If you want to modify those levels, grab the new zip file, please.
Is there a way to get the NIGHTMARE waves to run in WARMAGE?
I love this game (one of the nest I have played in a log time.. it is just very fun... I hope you guys do a sequel or more dlc) Anyway, I personally think NIGHTMARE is less fun than WARMAGE due to the continual rush. In WARMAGE you get time between the major waves to check out the set up, experiment with traps, try cool new things. When playing NIGHTMARE it is all about winning and getting your traps down fast.
The real enjoyment for me in this game is playing and doing creative trap setting but you can not do this in nightmare, and warmage becomes trivial to beat very quickly.
So I was wondering if there is a way to copy the wave information from nightmare into warmage, or change nightmare somehow that it has a the pauses between the major waves?
Thanks in Advance
(oh btw.. I have 5 skulls on all Nightmare including Lost Levels, this is not a difficulty thing it is about having fun by using creative trap setups.)
You could theoretically make custom onslaughts that feature all of the mobs in Nightmare and play them on Warmage.
Though, with the extra setup time, Nightmare would become significantly easier, frankly.
Has anyone tested to see what the WavePoints="1" attribute does in the timing file? I have seen it as 1 and 0 and non-existant (in which case I would assume it defaults to 0.)
WavePoints 1 On:
DLC023_ThePit
Chokepoint
WavePoints 0 On:
TheFork
TheCorner
Would anyone know how I could copy the nightmare "onslaughts" into the warmage slots? Or better yet, so i can keep warmage remove the instant start and add the pauses to nightmare mode?
You could theoretically make custom onslaughts that feature all of the mobs in Nightmare and play them on Warmage.
Though, with the extra setup time, Nightmare would become significantly easier, frankly.
I'm not conserned with dificulty I am conserned with gameplay experience. Harder dosn't mean more fun.
I have just created this very feature here:
http://www.artcoded.nl/OrcsMustDie/Onslaught
I got bored enough to code this
A custom wave editor (No Fliers yet), just does The Hallway for now....
Allows up to 5 groups per wave(With choice of difficulty on each group)
With a max of 12 Waves (Still coding the first one right now)
Once I get wave 1 to work than I'm going to start on selection of number of waves when you start it up and if you want to edit flies or ground waves. (More in likeing just gonna put them together later.
I've put an online editor up here: http://artcoded.nl/orcsmustdie/onslaught
The editor is coming along nicely! It looks great. The Wizard is an especially nice touch!
Is there a way to enable a console or something, forcing the game to read the onslaught files again? I¨'m kinda tired of restarting the game after each small adjustment.
There isn't, unfortunately.
Alright, thanks.
A quick note on fps: Setting a high entity number isn't a problem in itself, it's how dense the onslaught is set. EntitySpacing="0.1" would have the map pouring out entities in such a high frequency that your comp would be grinding (tested 300 ogres on a i7 950/GTX580/12GB RAM) down to 2-3 fps. If you're not happy about the framerate you can try a spacing higher than 0.1 and basically experiment your way through.
I quickly grew tired of killing orcs in this fashion, so I'm going back to hunting highscore placements. But to extend the fun of having massive onslaughts try adding a few waves at the end of a map, rather than to rewrite the original waves. That way you'll have the challenge, and still see the fruits of your setup with lots of gratuitous violence.
OMG Luch break is almost impossible without an ice amulate but i manage with boom barrel :/ ... Its going hard to hardest one by one
Hello , Orcs Must Die lovers :) ..... i have remake two hard stages " The Squeeze & The Stairs of Doom " ... i want to share this with all of you
hope u like it .... Download & extract it in ur " Orcs Must Die/Data/Mod/Onslaughts " folder
http://www.mediafire.com/?2j7gl2856v8zkyy
For me, the game refuses to load the modified files. I have placed them in the correct place, but it seems to completely ignore them and load the orginal game files anyway. Any ideas? I have the current GOTY Edition from Steam.
I am running on Win7 64-Bit, also, which may or may not be causing an issue.











Hey guys! im not that new to OMD, but im very new to this modding. I need help!!! ive modded the files a-ok. but i just need to know how saving and playing your new maps work. i nice tutorial would be much aprricated! thanks fellow OMD bro's!
Additional info
Rand25@hotmail.com