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Adding mod resources to scenes http://45.55.195.193/viewtopic.php?f=1&t=14017 |
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Author: | Grundz [ Sun Mar 22, 2009 5:25 am ] |
Post subject: | Adding mod resources to scenes |
Quick question: I'm having difficulty combining several mods into a single one in order to make combined single player maps. I figured this would be as easy as copying all the files to a new directory, combining the index.ini's and running a script that replaces all the instances of the old directory name with the new one, but I can't seem to get it to work. I really want to combine them in order to rebalance things a little bit rather than expect players to manage everything themselves. Also, is there any way to remove or hide certain items or actors from the players buy menu? |
Author: | Grif [ Sun Mar 22, 2009 6:21 am ] |
Post subject: | Re: Adding mod resources to scenes |
Question 1: It should be that easy. Adding all the IncludeFiles to Index.ini and updating all of your filenames should do it just fine. Notepad++'s find and replace in all open tabs should be quite useful. Question 2: Buyable = 0. Add it anywhere in the code for the object you want to not be purchasable. This will remove it from the Bunker Editor and ingame Buy Menu. |
Author: | Grundz [ Sun Mar 22, 2009 6:51 am ] |
Post subject: | Re: Adding mod resources to scenes |
I can't figure this out.... The mods im trying to combine are: -ventilation set (works) -race orkz -space marines -your airstrike pack (i'm going to remove the kinetic and add a 2nd "deeper" bunker buster) -Mammoth Tank Obviously I didnt try this all at once, I'm still stuck at the first step. I created a new install, copied my map folder over, then copied the orc race overtop of that, no overwrite on index or activities. Then I went through each INI file and changed the old path to the new path Now the game loads, and I have the "heading" in my build menu's for both the editor and while playing, but there's nothing to buy inside of them, I dont see anything wrong either =/ My index.ini is below, can you please take a look at it? ///////////START DataModule Author = GRUNDZ ModuleName = grundz40kc1 IconFile = ContentFile Path = grundz40kc1.rte/Gothic-Ork.bmp IncludeFile = grundz40kc1.rte/VentilationSet/BunkerModules.ini IncludeFile = grundz40kc1.rte/Terrain.ini IncludeFile = grundz40kc1.rte/Activities.ini IncludeFile = grundz40kc1.rte/Scenes/grundz40kc1.ini ///ADD ORKZ IconFile = ContentFile Path = grundz40kc1.rte/Gothic-Ork.bmp IncludeFile = grundz40kc1.rte/Kulak/ammo.ini IncludeFile = grundz40kc1.rte/Kulak/devices.ini IncludeFile = grundz40kc1.rte/Sounds ORK.ini IncludeFile = grundz40kc1.rte/Wounds.ini IncludeFile = grundz40kc1.rte/Gibs.ini IncludeFile = grundz40kc1.rte/Attachables.ini IncludeFile = grundz40kc1.rte/Jetpack.ini IncludeFile = grundz40kc1.rte/Pickax/kirka.ini IncludeFile = grundz40kc1.rte/Gretchin.ini IncludeFile = grundz40kc1.rte/Grot Underground.ini IncludeFile = grundz40kc1.rte/War Grot.ini IncludeFile = grundz40kc1.rte/ORKboy.ini IncludeFile = grundz40kc1.rte/Boy man.ini IncludeFile = grundz40kc1.rte/Foolish Boy.ini IncludeFile = grundz40kc1.rte/Mad Boy.ini IncludeFile = grundz40kc1.rte/OrkMachinegun/Guns.ini IncludeFile = grundz40kc1.rte/Big Shoota/big shoota.ini IncludeFile = grundz40kc1.rte/Shootaboy.ini IncludeFile = grundz40kc1.rte/Shootaboy2.ini IncludeFile = grundz40kc1.rte/Space Ork.ini IncludeFile = grundz40kc1.rte/Heavyork.ini IncludeFile = grundz40kc1.rte/Nob.ini IncludeFile = grundz40kc1.rte/Big Boss/Gibs.ini IncludeFile = grundz40kc1.rte/Big Boss/Wounds.ini IncludeFile = grundz40kc1.rte/Big Boss/Attachables.ini IncludeFile = grundz40kc1.rte/Big Boss/Jetpack.ini IncludeFile = grundz40kc1.rte/Big Boss/Actors.ini IncludeFile = grundz40kc1.rte/Big Boss/Klesnya/Klesnya.ini IncludeFile = grundz40kc1.rte/Big Boss/big shoota noob/noob shoota.ini IncludeFile = grundz40kc1.rte/Gargant/Sounds.ini IncludeFile = grundz40kc1.rte/Gargant/Material.ini IncludeFile = grundz40kc1.rte/Gargant/Effects.ini IncludeFile = grundz40kc1.rte/Gargant/Gibs.ini IncludeFile = grundz40kc1.rte/Gargant/Weapon.ini IncludeFile = grundz40kc1.rte/Gargant/Gargant.ini IncludeFile = grundz40kc1.rte/ORC granade/Actors.ini IncludeFile = grundz40kc1.rte/Mini/Mini.ini IncludeFile = grundz40kc1.rte/Flash Git Gun/gibs.ini IncludeFile = grundz40kc1.rte/Flash Git Gun/Flash Git Gun.ini IncludeFile = grundz40kc1.rte/Bigga Cannon/gibs.ini IncludeFile = grundz40kc1.rte/Bigga Cannon/Bigga Cannon.ini IncludeFile = grundz40kc1.rte/Bazuk ORKZ/Zooka.ini IncludeFile = grundz40kc1.rte/Bazooka/Zooka new.ini IncludeFile = grundz40kc1.rte/Ork Pistol/Ork Pistol.ini IncludeFile = grundz40kc1.rte/Ork sniper gun/Effects.ini IncludeFile = grundz40kc1.rte/Ork sniper gun/Ammo.ini IncludeFile = grundz40kc1.rte/Ork sniper gun/Devices.ini IncludeFile = grundz40kc1.rte/RaketPistol/RaketPistol.ini IncludeFile = grundz40kc1.rte/Goblin Fusil/Effects.ini IncludeFile = grundz40kc1.rte/Goblin Fusil/Ammo.ini IncludeFile = grundz40kc1.rte/Goblin Fusil/Devices.ini IncludeFile = grundz40kc1.rte/Goblin Pistol/GoblinPistol.ini IncludeFile = grundz40kc1.rte/Grot Blaster/grot blaster.ini IncludeFile = grundz40kc1.rte/Flamers/Flamers.ini IncludeFile = grundz40kc1.rte/Goblin on Bazuk/Gibs.ini IncludeFile = grundz40kc1.rte/Goblin on Bazuk/Goblin on Bazuk.ini IncludeFile = grundz40kc1.rte/Plasma/gibs.ini IncludeFile = grundz40kc1.rte/Plasma/Plazma.ini IncludeFile = grundz40kc1.rte/Klesnya little/Gibs.ini IncludeFile = grundz40kc1.rte/Klesnya little/Klesnya little.ini IncludeFile = grundz40kc1.rte/Sakira/Sakira.ini IncludeFile = grundz40kc1.rte/DropPod Ork/DropPod.ini IncludeFile = grundz40kc1.rte/Goblin bomb/Goblin bomb.ini IncludeFile = grundz40kc1.rte/Necro Gun/Gibs.ini IncludeFile = grundz40kc1.rte/Necro Gun/Attachables.ini IncludeFile = grundz40kc1.rte/Necro Gun/Necron Gun.ini IncludeFile = grundz40kc1.rte/Activities.ini ///END OF ORKZ ///END OF FILE Subject: Adding mod resources to scenes Grif wrote: Question 1: It should be that easy. Adding all the IncludeFiles to Index.ini and updating all of your filenames should do it just fine. Notepad++'s find and replace in all open tabs should be quite useful. Question 2: Buyable = 0. Add it anywhere in the code for the object you want to not be purchasable. This will remove it from the Bunker Editor and ingame Buy Menu. |
Author: | Aspect [ Sun Mar 22, 2009 7:27 am ] |
Post subject: | Re: Adding mod resources to scenes |
I see at least one problem, you can only use one icon per mod at a time as far as I am aware. |
Author: | 411570N3 [ Sun Mar 22, 2009 7:40 am ] |
Post subject: | Re: Adding mod resources to scenes |
Yeah, that should be the only problem if you did what you said you did... |
Author: | Grundz [ Sun Mar 22, 2009 7:41 am ] |
Post subject: | Re: Adding mod resources to scenes |
Aspect wrote: I see at least one problem, you can only use one icon per mod at a time as far as I am aware. your right, I fixed that problem, it now loads! I'm going to tinker and see if I can get the settings how I want them. Is there a common line in object files that I can search for with a script to set all the "default" stuff like the ronins and such to unseeable to reduce buy screen clutter? |
Author: | Geti [ Sun Mar 22, 2009 7:42 am ] |
Post subject: | Re: Adding mod resources to scenes |
the headings are there in the buy menu if the mod has anything defined, regardless of weather its buyable or not. its fixed next build. also woot, you're using my tank edit: afterthought - you could just place everything into the scene with lua, which is .rte independant (you can copy from other .rtes) that would make your scene .rte a lot smaller too its just a matter of learning the syntax, for example, put this in the activitystart section to spawn a robot at 30,30 on your team. Code: Robot = CreateAHuman( "Robot 2" , "Base.rte" ) Actpos = Vector() Actpos:SetXY(600,228) Robot.Pos = Actpos Robot.Team = 0 Robot.Health = 100 MovableMan:AddActor(Activator); |
Author: | Grundz [ Sun Mar 22, 2009 7:51 am ] |
Post subject: | Re: Adding mod resources to scenes |
That is what I am working towards now Geti, I hope to have a few general modules and have the maps reference them so then when I release new maps people dont have to keep downloading the same mod over and over. Im not good at scripting though so I want to stay away from going head first like that so far, but i'll see what happens. |
Author: | Geti [ Sun Mar 22, 2009 7:54 am ] |
Post subject: | Re: Adding mod resources to scenes |
its alright, just get something more simple like maginot and try fiddling with the code there (put that code i just posted in the Maginot:StartActivity() section for a robot upon starting) |
Author: | Grundz [ Sun Mar 22, 2009 8:01 am ] |
Post subject: | Re: Adding mod resources to scenes |
I'll try, but I'm not particularly fond of making the idea. Why doesn't this work: IncludeFile = maptest.rte/VentilationSet/BunkerModules.ini IncludeFile = maptest.rte/Terrain.ini IncludeFile = maptest.rte/Activities.ini IncludeFile = maptest.rte/Scenes/maptest.ini IncludeFile = Grundz40k1.rte/index.ini The last line causes the problem obviously, are you unable to reference things in other modules for scenes? =( |
Author: | Kallemort [ Sun Mar 22, 2009 9:17 am ] |
Post subject: | Re: Adding mod resources to scenes |
Grundz wrote: I'll try, but I'm not particularly fond of making the idea. Why doesn't this work: IncludeFile = maptest.rte/VentilationSet/BunkerModules.ini IncludeFile = maptest.rte/Terrain.ini IncludeFile = maptest.rte/Activities.ini IncludeFile = maptest.rte/Scenes/maptest.ini IncludeFile = Grundz40k1.rte/index.ini The last line causes the problem obviously, are you unable to reference things in other modules for scenes? =( Index, not index. Remember to capitalize. |
Author: | Grundz [ Sun Mar 22, 2009 9:33 am ] |
Post subject: | Re: Adding mod resources to scenes |
That isnt the problem, fixed it and it still errors on that line =/ This was in the index.ini of my maps module folder. |
Author: | Kallemort [ Sun Mar 22, 2009 9:36 am ] |
Post subject: | Re: Adding mod resources to scenes |
Grundz wrote: That isnt the problem, fixed it and it still errors on that line =/ This was in the index.ini of my maps module folder. Eh. Why don't you just copy all the includefiles from the Ork folder? |
Author: | Geti [ Sun Mar 22, 2009 9:59 am ] |
Post subject: | Re: Adding mod resources to scenes |
no, you can do it, but it'll be clumsier. and involve you putting a lot of buyable = 0 lines in. referencing things is just from the base CC directory (or the resources directory) upwards. also, are all the letters capitalised right? and why dont you do all the includes in the Grundz40k1.rte/Index.ini? |
Author: | Grundz [ Sun Mar 22, 2009 10:04 am ] |
Post subject: | Re: Adding mod resources to scenes |
I haven't the faintest idea what you are getting at, you mean including the map in the mods directory instead of the other way around? ~_^ I also tried moving the map to the mod folder, adding the includes into the mods index.ini, and it won't show up in the maplist, what is weird is I can even create a new map inside that mod and save it, and that map also wont show up in the maplist when I reload the game =/ Something isnt adding up. |
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