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ModManager mark II
http://45.55.195.193/viewtopic.php?f=1&t=11160
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Author:  Roadkill [ Fri May 09, 2008 2:44 pm ]
Post subject:  ModManager mark II

Hey there guys, really hope you can give me a hand on this one.

I recently downloaded the ModManager from here http://www.donationcoder.com/Forums/bb/index.php?topic=9713.0 - it's a really simple and useful loader designed to say which mods load and which don't. I was just wondering if there is someone out there who could write or Cooperate with Scancode to write one that can also modify the Index.ini and Activities.ini ect... so that you can also say which mods are available to the computer at startup.

I've tried to alter these files so that I can use darkclones from the tutorial on the Wiki and always manage to make the game crash, it would be kick ass to have a little program that could easily do it for you... maybe you could even say which kinds of dropships land with certain types of units too at random.

Anyways just a thought, hope someone out there will consider making this amazing ModManager.

Author:  Grif [ Sat May 10, 2008 12:08 am ]
Post subject:  Re: ModManager mark II

Or you could learn to do it yourself.

Author:  Roadkill [ Sat May 10, 2008 12:40 am ]
Post subject:  Re: ModManager mark II

Sorry I don't have time to learn how to program in C++, Delphi, Turbo Pascal or whatever you can use. I have enough time trying to do full time University with a part time job (3-5 days a week) and learning 3D max (including max script), Maya, Flash, Photoshop, Illustrator and many other art based research. I love the game, love the simple animations and physics and really think the game would benefit from the mod I am trying to get done ( as I have also had to do games design in the past including a hell of a lot of level design) as I see a lot of potential and many awards in the future for this game (thats why I bought it), just need the help of people who are talented in that field and can make it happen.

Sorry for such a dramatic post but I really would like this ModManager to be made as it would save 1000's of people having to spend ages screwing around with countless file edits just to get a single light darkclone with a pistol to attack their base.

...And still the majority would like this mod.

Author:  Grif [ Sat May 10, 2008 2:11 am ]
Post subject:  Re: ModManager mark II

Countless file edits?

It takes me THREE file edits and about five minutes to make an entire new Activities.ini.

There aren't even THOUSANDS of people who play this game. For someone who claims to be so busy with your college life, I'm surprised you weren't aware "1000's" is nowhere near correct English.

"Sorry I don't have time to learn how to program in C++, Delphi, Turbo Pascal or whatever you can use."

What.

I'm saying learn how to mod the Activities.ini by yourself, you ♥♥♥♥ moron. CC's .ini files are all written in plain text, and quite easy to read.

Here, have a ♥♥♥♥ present:

Open the Darklone .rte. Go to the Index.ini. Underneath Datamodule, on a new line, put a "/*".

At the bottom, underneath everything, put a "*/"

Copy all the IncludeFile lines in the middle.

Go to Base.rte/Index.ini.

Paste the IncludeFile lines AFTER all the files except for Activities.ini.

Open Base.rte/Activities.ini.

Scroll to the bottom, to "Skirmish Defense".

Underneath AddAttackSpawn, when it mentions AddInventory = AHuman, go to the CopyOf line. Change it to DarKlone Light or whatever the actual actor name is.

The AddInventory nested into that defines whatever it's holding. Just use the weapon names that show up in the Buy/Build menu.

Seriously, ♥♥♥♥, this isn't hard, people. Your own incompetence != something being difficult.

Author:  Azukki [ Sat May 10, 2008 3:34 am ]
Post subject:  Re: ModManager mark II

Make your activities yourself.

While a program to do this wouldn't be hard to make for someone that knows what they're doing, making your own activities isn't hard either if you know what you're doing.

Code:
   AddAttackerSpawn = ACDropShip // Adding an attacker spawn, it's a dropship type
      CopyOf = Drop Ship MK1 // The name of this dropship is Drop Ship MK1
      AddInventory = AHuman // Adding an AHuman to the dropship's inventory
         CopyOf = Skeleton // The AHuman's name is Skeleton
         AddInventory = HDFirearm // Adding a HDFirearm to the Skeleton's inventory
            CopyOf = Blunderbuss // It's a Blunderbuss


And all the tabbing is just subordination.

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