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Alenth Eneil
Joined: Mon Dec 04, 2006 3:34 am Posts: 2378
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I saw that post earlier, but my response would have been Nfs/Alenth-eque noob bashing at it's finest.
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Fri Apr 06, 2007 12:08 am |
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JeCa
Joined: Tue Mar 20, 2007 6:57 pm Posts: 34 Location: Dan's old Country :)
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Huxley wrote: I could use a bit of help, being the CC noob I am Quote: Abortion in file .\system\reader.ccp, line 453, because: Failed to open included data file in Base.rte/Index.ini at line 2! The last frame has been dumped to abortscreen.bmp This is after I 'installed' a few mods from here. But I don't exactly know if I did it right. I put new weapons in 'devices' and new clones and craft in 'actors.' All I did, there's nothing else. So was there something else I was supposed to do?
If the mods are made by pro's (and not buggy like mine) Then you wouldn't've needed to do that much. Say that you download a .zip file called zapper.zip. In the archive there's (hopefully) a folder called zapper.rte. Simply extract this in you Main CC folder, not in the base.rte or devices.ini or something like that. Good mods work the same way as the base.rte, but with another name, so there's nothing else you need to do.
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Sun Apr 08, 2007 12:22 pm |
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JeCa
Joined: Tue Mar 20, 2007 6:57 pm Posts: 34 Location: Dan's old Country :)
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Sorry for Double Post, but if I don't make a new post now it'll take ages before anyone notices.
A short, but maybe not too simple question, is there a way to put the jetpack or any other activateable AEmitter on the AHuman's head (attachable) or in any other way make ot moveable without having the guy to fall over? I tried to simply make the guy's head into a direct Emitter, but by some unnkown reason the game wouldn't allow me to...
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Thu Apr 12, 2007 7:06 pm |
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Bigopinion
Joined: Sun Apr 15, 2007 8:42 pm Posts: 2
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I can make all kinds of PDF files and make them nice and pretty if you guys want a PDF FAQ database. I'm pretty handy with Acrobat pro -- handy to the point of being able to teach other people how to use it!! I could make a PDF copy of the FAQ threads and have one massive file done in about a minute, no problem...but it might come out looking bizzare and broken. These forums have a lot of design elements and Acrobat tends to choke on those when you make it quick-convert.
I kind of wanted to make a mod request though, and if I could get a confirmation on that I would be willing to make a really nice version with search capabilities and clickable table of contents and lots of other stuff I wouldn't normally do for nothing.
All I want is a set of actors from Advance Wars and a custom map or two! Not much!! I'd learn how myself but I couldn't find any mapping/skinning FAQs and all those variables on guns and stuff look like it could take a while to learn...I won't have a while to learn it for another month or two
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Sun Apr 15, 2007 9:39 pm |
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MstrNetHead
Joined: Sun Mar 11, 2007 5:05 am Posts: 239
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Let the bartering begin.
P.S. Dude, maps kinda take a while, usually. (At least with this current build!!)
P.S.S. Advance Wars was a wicked sweet game.
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Mon Apr 16, 2007 6:04 am |
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Bigopinion
Joined: Sun Apr 15, 2007 8:42 pm Posts: 2
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MasterNetHead wrote: Let the bartering begin.
P.S. Dude, maps kinda take a while, usually. (At least with this current build!!) P.S.S. Advance Wars was a wicked sweet game.
I figured maps take a while so that's understandable. AW actors are first priority
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Tue Apr 17, 2007 1:43 am |
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Inane
Joined: Fri Dec 09, 2005 7:53 am Posts: 233
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Moving to Mod Making (God I don't look forward to cleaning up that forum).
Posted after 27 minutes 26 seconds:
Oh wow. That didn't work quite as I wanted, but hell, what did I expect?
Right now, though, I am deliberating between reversing the damage or mass deletion of almost all of the posts in this thread.
Opinions?
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Thu Apr 19, 2007 1:03 am |
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Inane
Joined: Fri Dec 09, 2005 7:53 am Posts: 233
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New haircut! 8 pages to 2.
Strangely enough, I can't delete things here, but I tried to use the split topic tool to put tem somewhere I could, and they just fell into the abyss it seems.
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Thu Apr 19, 2007 5:00 am |
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Madoway
Joined: Thu May 03, 2007 12:00 pm Posts: 1 Location: Finland
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Regenerating Brain
How to make the brain regenerate? I want to have a brain that would need some serious firepower to break.
I'm pretty sure the magic word is negative EmissionDamage, but i don't see how to make it happen.
I'm - of course - terribly sorry if this has been posted before.
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Sat May 12, 2007 5:49 pm |
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MaximDude
Joined: Wed Nov 22, 2006 3:19 pm Posts: 2073
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Find the brains entry and exit wounds (Sould be Leaking Brain Pod in Effects.ini) at the bottom of the code, you will have the EmmisionDamage and BurstDamage variables, change them something negative, and change the brains gib limit to something like 100k
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Sat May 12, 2007 5:52 pm |
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Giro Hikari
Joined: Sat Jun 09, 2007 3:47 am Posts: 6
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sprites?
ok im new so i don't know alot but the other posts are helpful and thank you, but i have one question when you create the .ini how do you link the sprites to it?
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Sat Jun 09, 2007 4:12 am |
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Alenth Eneil
Joined: Mon Dec 04, 2006 3:34 am Posts: 2378
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I would ask you to phrase that better.
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Sat Jun 09, 2007 5:27 am |
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Draognshadow
Joined: Sun Jan 28, 2007 5:15 pm Posts: 61 Location: Azeroth
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Damnit!
Ok, I made a sprayer, but can't get it to STICK to the ceiling and walls...
Or get it to freeze in air like the heavy concrete gun...
Please tell me how.
Last edited by Draognshadow on Sat Jun 30, 2007 7:21 pm, edited 1 time in total.
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Sat Jun 30, 2007 7:10 pm |
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lololn00b
Joined: Sat Jun 30, 2007 12:10 pm Posts: 93 Location: Here
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i dnt think u can meke sticky stuff
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Sat Jun 30, 2007 7:17 pm |
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billi999
Joined: Mon May 14, 2007 8:22 pm Posts: 51 Location: Your computer -.- Well I'm not real am I?
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Re: Modding guide and guidelines!
MaximDude wrote: Find the brains entry and exit wounds (Sould be Leaking Brain Pod in Effects.ini) at the bottom of the code, you will have the EmmisionDamage and BurstDamage variables, change them something negative, and change the brains gib limit to something like 100k
or you could just set GetsHitByMOS = 0
=)
ANYWAY Here is the most of the rest of the objects:
Device
JointOffset = Vector //Where the gun is held
SharpStanceOffset = Vector //Where it is held while aiming
EjectionOffset = Vector //Where the magazine ejects from
Bullet
Separation = 5 //How accurate/inacurate the bullet is
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Sun Jul 01, 2007 8:22 pm |
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