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 Mission: Tartarus 
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Joined: Mon Jun 28, 2010 3:54 am
Posts: 806
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Post Re: Mission: [Coalition] Tartarus (Updated: 20-jan-2010)
Boop,Boop.
Images aren't working


Thu Feb 24, 2011 11:58 pm
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Data Realms Elite
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Joined: Fri Jul 03, 2009 11:05 am
Posts: 3878
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Post Re: Mission: [Coalition] Tartarus (Updated: 20-jan-2010)
They do for me.


Fri Feb 25, 2011 12:23 am
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Joined: Sun Mar 13, 2011 12:40 am
Posts: 11
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Post Re: Mission: [Coalition] Tartarus (Updated: 20-jan-2010)
Thanks for this!

done :D


Sun Apr 03, 2011 5:59 pm
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Joined: Sat Mar 20, 2010 9:25 pm
Posts: 51
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Post Re: Mission: [Coalition] Tartarus (Updated: 20-jan-2010)
Gave up while pushing my way towards the last 8 generaters. Apparently, Coalition soldier boots are quite heavy and they dug out a nice little cave where the first flight of stairs are so none of them ever got up there unless I controlled them.

Goddamn stupid AI.


Wed Apr 20, 2011 2:37 am
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Joined: Sun Dec 19, 2010 10:53 pm
Posts: 423
Location: UPLAND DRUUD
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Post Re: Mission: [Coalition] Tartarus (Updated: 20-jan-2010)
umm does anyone have b24 mac bear federation or b24 mac AAL or are they included in the bundle of mods ?


Thu Apr 28, 2011 7:50 pm
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Joined: Sun May 15, 2011 3:03 pm
Posts: 5
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Post Re: Mission: [Coalition] Tartarus (Updated: 30-apr-2010)
How is it possible to play as the defenders?


Sun May 15, 2011 6:33 pm
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Joined: Thu Jun 11, 2009 2:34 pm
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Location: Moscow, Russia
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Post Re: Mission: [Coalition] Tartarus (Updated: 30-apr-2010)
Not possible at all


Sun May 15, 2011 6:37 pm
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Joined: Sun May 15, 2011 3:03 pm
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Post Re: Mission: [Coalition] Tartarus (Updated: 30-apr-2010)
There is a line in the code:
Code:
self.AttackFaction = CF_PlayerFaction;
   self.DefendFaction = CF_CPUFaction;


Doesn't changing this do anything?


Mon May 16, 2011 2:34 pm
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Joined: Tue May 25, 2010 8:27 pm
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Post Re: Mission: [Coalition] Tartarus (Updated: 30-apr-2010)
Yes it does, but there is a whole ton of other things you'd have to change as well, far too many than would be sensible.


Mon May 16, 2011 5:26 pm
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Joined: Wed May 18, 2011 11:43 pm
Posts: 4
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Post Re: Mission: [Coalition] Tartarus (Updated: 30-apr-2010)
Is it possible to make the behemoth buyable? I tried tinkering around with it but to no avail. (in fact I broke CC). Please if you can find out how to make the behemoth and part of dummy.rte please post download. As well could someone post the download for a dummy.rte that is not broken?


Thank you,
Kocopuf


Thu May 19, 2011 2:38 am
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Joined: Thu May 28, 2009 3:59 pm
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Post Re: Mission: [Coalition] Tartarus (Updated: 30-apr-2010)
The Behemoth can be found here


Thu May 19, 2011 3:14 pm
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Joined: Sat May 21, 2011 6:17 pm
Posts: 4
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Post Re: Mission: [Coalition] Tartarus (Updated: 30-apr-2010)
I assume this is my fault, but I'm getting the following error message

Abortion in file ./system/Reader.cpp, line 534 because:

Referring to an instance('Base.rte/Passive Generator') to copy from that
hasn't been defined! in CyborgZombies.rte/Scenes/base.ini at line 339!

The last frame has been dumped to 'abortscreen.bmp'

And then cortex command stops working. How do I fix this?


Sat May 21, 2011 6:21 pm
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Joined: Wed May 18, 2011 11:43 pm
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Post Re: Mission: [Coalition] Tartarus (Updated: 30-apr-2010)
Need help with creating a faction. Okay so I am trying to make a faction for the Old West mod ( viewtopic.php?f=61&t=23369 ) And Have gotten the basics of it down and it now works. However all of the characters in the module start with their own guns which are actually better versions of the guns that you can buy. My dilemma is that I am not sure which case of action I should take in order to stop them from receiving the same versions of guns that they already have. For instance i don't want my Blaster to have his super coach gun but then also get stuck with another coach gun which just sucks.

EDIT: Actually I was wrong because the characters all have pre set items so they disregard random items altogether

[center]What I have so far. By the way this current faction works and I can use it is just not satisfactory to me in some ways.

Code:
local factionid = "Old West";
print ("Loading "..factionid)

CF_Factions[#CF_Factions + 1] = factionid
CF_FactionNames[factionid] = "Old West"
CF_InfantryModules[factionid] = "Oldwest.rte"

CF_LightWeaponSets[factionid] = {"Peacemaker", "Walker Colt" , "Navy" , "Army" }
CF_HeavyWeaponSets[factionid] = {"Winchester", "HogRifle" , "Bow" , "Coach"}
CF_ExplosiveSets[factionid] = {"Spear" , "Tomahawk", "TNT" , "TNTCharge"};
CF_ActorSets[factionid] = {"Deputy" , "Sharpshooter" , "Gunslinger" , "Blaster"};
CF_Probabilities[factionid] = {0.35 , 0.30 , 0.30 , 0.15};

CF_ArmorCrabs[factionid] = nil
CF_ArmorHumans[factionid] = nil

print ("Load complete "..factionid)


Thank you in advance,
Kocopuf


Wed May 25, 2011 2:47 am
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Joined: Thu May 28, 2009 3:59 pm
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Post Re: Mission: [Coalition] Tartarus (Updated: 30-apr-2010)
You can just remove all the entries from the weapon and explosive sets that you do not want added to actors. That way each actor will only spawn with the gear dictated in your mod and not assigned by the Tartarus script when generated in the mission.

Also note that non-buyable weapons can be added to the lists in addition, or in the place of the buyable ones. You could then strip the weapons from your actors and make them unbuyable in your ini files, then create CopyOf versions of them that are buyable and equiped. If you need more specifics on how to do that, you should probably take it back to your mod's thread is it would be rather off-topic here.
Then once done with that just have your faction lua for Tartarus filled with the more powerful pre-equiped versions of the weapons rather than the buyable weaker ones and the base non-equiped versions of the actors rather than the equiped ones.


Wed May 25, 2011 5:24 am
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Joined: Thu Jun 11, 2009 2:34 pm
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Post Re: Mission: [Coalition] Tartarus (Updated: 30-may-2011)
So I've suddenly installed MacOS X on VmWare and was able to fix MacOS-specific errors. Download your version and report errors, apple-lovers :)


Sun May 29, 2011 9:16 pm
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