Pipeline setup

Pipeline.ini

Remember, all of the steps on this page can be performed for you by the Pipeliner program, as detail on the previous page. To do it manually, first open the pipeline.ini from your CoH install folder in notepad. The global section needs to look like this:

[global]
ToolsData =Tools\ToolsData
WkDir =
Registry = Relic\BIA\v1.0
ForeginTools = Tools\Foreign
The version section needs to look like this:
[version]
VersionPath = Tools\Versions.lua
VersionUsers = Tools\Versions.lua
The project bia_engine section needs to look like this:
[project:bia_engine]
Global = 1
Parent =
Description = Base game engine project
DataSource =DataSrc\Engine
DataSourceShared =
DataIntermediate = IntDataSrc\Engine
DataGeneric =DataGeneric\Engine
DataBurn =
DataFinal = Engine\Data
DataPreview = Engine\Data
LocaleFolder = Engine\Locale\English
The project bia section needs to look like this:
[project:bia]
Global = 0
Parent = bia_engine
Description = BIA mod project
DataSource = DataSrc\BIA
DataSourceShared =
DataIntermediate = IntDataSrc\BIA
DataGeneric = DataGeneric\BIA
DataBurn =
DataFinal = WW2\Data
DataPreview = Engine\Data
LocaleFolder = WW2\Locale\English
You any mods you have installed/made and wish to use with the official tools, you will need to add them to this pipeline.ini ine. Copy the project bia section and add it to the end of the file. Where it mentions WW2 or bia, replace that with your mod, as shown here:
[project:Funky_Testing_Mod]
Global = 0
Parent = bia_engine
Description = The Funky_Testing mod
DataSource = DataSrc\Funky_Testing_Mod
DataSourceShared =
DataIntermediate = IntDataSrc\Funky_Testing_Mod
DataGeneric = DataGeneric\Funky_Testing_Mod
DataBurn =
DataFinal = Funky_Testing_Mod\Data
DataPreview = Engine\Data
LocaleFolder = Funky_Testing_Mod\Locale\English

Folders

Within your Company of Heroes install folder, make sure that there is a DataGeneric folder, a DataSrc folder and an IntDataSrc folder. Within all 3 of these, there must be an Engine folder, a BIA folder and a folder for any of your mods. Once this is complete, it should look something like below:

Of course, you should have folders for your mods, not for Funky_Testing_Mod.

_default.burn

Within the DataGeneric folder, you should have a file called _default.burn. Open this in notepad. For each of your mods, you need to add to the bottom of the file 4 lines like these:

burn_projects.Funky_Testing_Mod = {
project = [[Funky_Testing_Mod]],
burnerPath = [[Tools\Bin]],
}
Again, replace Funky_Testing_Mod with the name of your mod.

A different _default.burn

Within your mod's DataGeneric folder, you need a _default.burn file. Start by copying the _default.burn file from DataGeneric\BIA to your mod's DataGeneric folder. Then open the file in notepad. Every place in the file where you find this:

destination = [[WW2\\
Replace the WW2 with your mod folder. Every place in the file where you find this:
project = [[BIA
Replace BIA with you mod. The beginning of the file should look something like this:
burn_targets =
{
{
name = [[shark container scripts]],
wildcard = [[.*\.(scn)$]],
targets =
{
{
target = [[bia_data]],
project = [[Funky_Testing_Mod]],
destination = [[Funky_Testing_Mod\Data]],
plugin = [[Sound Container Converter]],
},
}
},
{
name = [[generic-rgm to data-rgm]],
wildcard = [[.*\.(rgm)$]],
targets =
{
{
target = [[bia_data]],
project = [[Funky_Testing_Mod]],
destination = [[Funky_Testing_Mod\DataArtHigh]],
plugin = [[generic-RGM to data-RGM]],
},

All Done

After all that work, you should now be ready to rumble.

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