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 [Abandoned] Cortex Shock 
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Joined: Fri Jun 10, 2011 4:37 am
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Location: Oregon, USA
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Post Re: Cortex Shock [V1.5]
Well I fixed the first error on my own but now
----------------------------------------------------------
Abortion in file .\System\Reader.cpp, line 534, because

Referring to an instance ('M60') to copy that hasn't been defined! in
CortexShock/Weapons/RoninWeapons.ini at line 65!

The last frame has been dumped to 'abortscreen.bmp'
----------------------------------------------------------
An M60 was added to vanilla Cortex? I get the updates and most other mods for B26 work just fine.


Sat Jun 02, 2012 9:45 pm
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Post Re: Cortex Shock [V1.5]
I guess M60 was renamed from M1600 in B26 and M1600 is present in at least B23-25.


Sat Jun 02, 2012 9:54 pm
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Post Re: Cortex Shock [V1.5]
Are any mods required to run this then? It might be that, though I looked through the entire description.


Sat Jun 02, 2012 10:16 pm
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Post Re: Cortex Shock [V1.5]
No dependenices at all. Works on a clean install.

https://dl.dropbox.com/u/1741337/Cortex ... /clean.jpg


Sat Jun 02, 2012 10:38 pm
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Post Re: Cortex Shock [V1.5]
Then I wonder what the problem might be for me... oh and do you know how to use the coalition turret? It dosn't show up on my buy menu


Tue Jun 05, 2012 2:53 am
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Post Re: Cortex Shock
Updated for B27. Supports split screen multiplayer. Added browncoats. Removed other factions for now due to incompatibility, please get updated faction files them from their original mods.

Updated Bear Federation for B27. Tech and Loadouts.

https://dl.dropbox.com/u/1741337/Cortex ... 27.rte.zip


Tue Jun 05, 2012 12:41 pm
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Post Re: Cortex Shock
Hi. I'm kind of new to custom scenes and well the game in general. I started this scenario, and got to the part where you have to get fuses. How do I safely retrieve them? I am asking this because in trying to get the fuses the crate smashes into mah face. Thank you.


Tue Jun 12, 2012 3:06 pm
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Post Re: Cortex Shock
You must shoot generators, not smash them by your face.


Tue Jun 12, 2012 3:59 pm
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Post Re: Cortex Shock
Lol, okay it all makes sense now. xD One question; what gun?


Tue Jun 12, 2012 4:30 pm
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Post Re: Cortex Shock
The one that you buy at the shop using credits you earned by hacking a console.


Tue Jun 12, 2012 5:04 pm
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Post Re: Cortex Shock
A lot of people seem to miss it, maybe we should have put clearer directions to it so people wouldn't keep trying to headbut the generators. In fact I'd suggest doing just that, it'd really just be a matter of adding text to one of Hal's messages saying that he's noticed a shop on the top level that you should check out.


Tue Jun 12, 2012 5:35 pm
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Post Re: Cortex Shock
Haha thanks guys :) I stayed closer to the ground, I didn't want top go somewhere I was not supposed to, but now looking back n it I should have just explored a bit more, anyway thanks.


Tue Jun 12, 2012 6:11 pm
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Post Re: Cortex Shock
Bad Boy, we could, but probably we won't. Just look at it, we have a guy, with a gun, a gun with infinite ammo, and the guy need to destroy a couple of boxes. And he does that by smashing them with his own face. And that guy is hoping to survive zombie apocalypse. Riiiiight...

Maybe we could just throw some free gun somewhere on the first level?


Tue Jun 12, 2012 7:05 pm
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Post Re: Cortex Shock
Well, I just assumed I had to destroy the boxes before advancing further, and I didn't have any guns, so yeah.


Tue Jun 12, 2012 7:07 pm
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Post Re: Cortex Shock
weegee wrote:
Maybe we could just throw some free gun somewhere on the first level?


Have all of the player's actors start with a basic handgun when they come out of the thingy tube? Allow for one to be defined in the faction files, but default to the Base.rte Pistol if one isn't specified, maybe?


Tue Jun 12, 2012 7:17 pm
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