| Author | Message | 
        
			| Grif REAL AMERICAN HERO 
					Joined: Sat Jan 27, 2007 10:25 pm
 Posts: 5655
   |   Re: Hello Community, I have some questionsNot according to Darlos' last experiments, idk, ask him.
 He was wrong about mopixels settling to scrap though so no promises. (spoilers concrete gun)
 
 
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			| Tue Sep 15, 2009 5:40 am | 
					
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			| p3lb0x Forum Moderator 
					Joined: Fri Feb 02, 2007 3:53 pm
 Posts: 1896
 Location: in my little gay bunker
   |   Re: Hello Community, I have some questionsmail2345 wrote: Don't we have working inventory access?I am not 100 percent sure about what you mean here. But my mod has actors turning into other actors while keeping the previous actors inventory
 
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			| Tue Sep 15, 2009 7:26 am | 
					
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			| Foa Data Realms Elite 
					Joined: Wed Sep 05, 2007 4:14 am
 Posts: 3966
 Location: Canadida
   |   Re: Hello Community, I have some questionsp3lb0x wrote: mail2345 wrote: Don't we have working inventory access?I am not 100 percent sure about what you mean here. But my mod has actors turning into other actors while keeping the previous actors inventoryThat's what Geti has been using for his actor randomization code, for zombies 09. [Verify]<-- Click this if you are a p3lb0x Oh here is a good mod, Zombies 09, it is near the top of the front page in mods. You can get money by recycling any damaged/salvaged goods, and or by selling prisoners.
 
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			| Tue Sep 15, 2009 8:53 am | 
					
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			| Geti 
					Joined: Sun Jul 13, 2008 9:57 am
 Posts: 4886
 Location: some compy
   |   Re: Hello Community, I have some questionsFoa wrote: That's what Geti has been using for his actor randomization codewe have access to everything in an actor's inventory bar what it is holding. you might be able to get that aswell, if you used movableman.items and some pro skills, but i havent checked. im just using a modified version of mail's inventory handler, which sadly requires the spawned thing to be holding a "martyr" weapon that will be lost at the time of spawning. its kind of messy, but it works.
 
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			| Tue Sep 15, 2009 9:09 am | 
					
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			| p3lb0x Forum Moderator 
					Joined: Fri Feb 02, 2007 3:53 pm
 Posts: 1896
 Location: in my little gay bunker
   |   Re: Hello Community, I have some questionsFoa wrote: p3lb0x wrote: mail2345 wrote: Don't we have working inventory access?I am not 100 percent sure about what you mean here. But my mod has actors turning into other actors while keeping the previous actors inventoryThat's what Geti has been using for his actor randomization code, for zombies 09. [Verify]<-- Click this if you are a p3lb0x Oh here is a good mod, Zombies 09, it is near the top of the front page in mods. You can get money by recycling any damaged/salvaged goods, and or by selling prisoners.Oh? I only knew of my mod. But yeah, I am guessing it's pretty much the same. edit: Oh hey, Roon3 is telling me he borrowed Geti's code. Soooooo, I guess it is  the same
 
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			| Tue Sep 15, 2009 10:56 am | 
					
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			| Manticore 
					Joined: Tue Nov 18, 2008 1:03 am
 Posts: 342
 Location: Spathiwa
   |   Re: Hello Community, I have some questionsthis is one of the best hello threads i have ever seen, in fact i almost cried. 
 
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			| Wed Sep 16, 2009 5:07 am | 
					
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			| Benpasko 
					Joined: Sun Aug 09, 2009 9:26 am
 Posts: 1633
   |   Re: Hello Community, I have some questionsI just thought of a solution to the teleportation problem. Have it force your actor to equip a new weapon, which is like, a little invisible piece of nothing, that is deleted when they teleport. 
 
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			| Fri Sep 18, 2009 3:48 am | 
					
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			| Mindmaker 
					Joined: Sun Sep 13, 2009 9:37 pm
 Posts: 22
   |   Re: Hello Community, I have some questionsAnother Problem:
 I tried to add enemies in skirmish mode from the Darkstorm Mod.
 So far I added to the "Skirmish Activities.ini":
 
 //Darkstorm
 AddAttackerSpawn = ACDropShip
 CopyOf = DarkStorm/D89Kimon
 AddInventory = AHuman
 CopyOf = DarkStorm/D22Tengu
 AddInventory = HDFirearm
 CopyOf = DarkStorm/D10Revolver
 AddInventory = HDFirearm
 CopyOf = DarkStorm/D37SAW
 AddInventory = HDFirearm
 CopyOf = DarkStorm/D113ForceDigger
 
 AddInventory = AHuman
 CopyOf = DarkStorm/D22Tengu
 AddInventory = HDFirearm
 CopyOf = DarkStorm/D10Revolver
 AddInventory = HDFirearm
 CopyOf = DarkStorm/D31BattleRifle
 AddInventory = HDFirearm
 CopyOf = DarkStorm/D113ForceDigger
 
 So far the game complains about D89Kimon not being found. What do I have to add to fix that?
 
 Yes I know there are tutorials about this, but they are very inaccurate.
 For example they don't mention where to add the "IncludeFile =...".
 
 
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			| Fri Sep 18, 2009 3:34 pm | 
					
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			| Samohan25 
					Joined: Fri Jul 24, 2009 9:03 am
 Posts: 159
   |   Re: Hello Community, I have some questionsYou've probably tabbed it but the thing is that the preset name is actualyD89 Kimon rather than all together, this goes for almost all of them.
 
 
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			| Fri Sep 18, 2009 4:02 pm | 
					
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			| Duh102 happy carebear mom 
					Joined: Tue Mar 04, 2008 1:40 am
 Posts: 7096
 Location: b8bbd5
   |   Re: Hello Community, I have some questionsMake sure you have copied the PresetNames correctly. I'm reasonably sure they have spaces in them, like between the D*** and the name.
 EDIT: Ninja'd~
 
 
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			| Fri Sep 18, 2009 4:04 pm | 
					
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			| Mindmaker 
					Joined: Sun Sep 13, 2009 9:37 pm
 Posts: 22
   |   Re: Hello Community, I have some questionsHmm strange.I got those names from Darkstorm/Index.ini, so where are the "real" ones located?
 
 
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			| Fri Sep 18, 2009 4:45 pm | 
					
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			| Duh102 happy carebear mom 
					Joined: Tue Mar 04, 2008 1:40 am
 Posts: 7096
 Location: b8bbd5
   |   Re: Hello Community, I have some questionsInside the files. Those are the names of the .ini's that contain the definitions. Look inside those files and find the line "PresetName = D***...", that's the name you want to use. 
 
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			| Fri Sep 18, 2009 4:47 pm | 
					
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			| Mindmaker 
					Joined: Sun Sep 13, 2009 9:37 pm
 Posts: 22
   |   Re: Hello Community, I have some questionsI corrected it(and checked in the corresponding ini), but all that it says is just:"Referring to an instance to copy from that hasn't been defined."
 
 
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			| Fri Sep 18, 2009 4:57 pm | 
					
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			| Duh102 happy carebear mom 
					Joined: Tue Mar 04, 2008 1:40 am
 Posts: 7096
 Location: b8bbd5
   |   Re: Hello Community, I have some questionsAnd where are you loading this activities.ini? In base.rte or Darkstorm's rte? It will only work if you put it in darkstorm's index (after everything else), or if you put comment out everything in darkstorm's index and copy it to base.rte/index.ini and put the activities after all that. 
 
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			| Fri Sep 18, 2009 4:59 pm | 
					
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			| Mindmaker 
					Joined: Sun Sep 13, 2009 9:37 pm
 Posts: 22
   |   Re: Hello Community, I have some questionsDuh102 wrote: And where are you loading this activities.ini? In base.rte or Darkstorm's rte? It will only work if you put it in darkstorm's index (after everything else)[...]Put what in the darkstorm index? A reference to the activites file? Or the part I added to it? Sorry but I'm confused. I'm not used the game code.
 
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			| Fri Sep 18, 2009 5:33 pm | 
					
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