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Testing mods
http://45.55.195.193/viewtopic.php?f=4&t=11017
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Author:  jonnern2 [ Sun Apr 20, 2008 2:48 pm ]
Post subject:  Testing mods

Hi :) , I wonder, is it possible to have a map where you are alone (no CPU) just for testing guns on walls and stuff? Or a brain-less map (I know it was for older mods).

:grin:

Author:  leadpumper12 [ Sun Apr 20, 2008 3:01 pm ]
Post subject:  Re: Testing mods

Clear the AI's being dropped in your Activities.ini on the 'Skirmish defense' section.

Author:  Roy-G-Biv [ Sun Apr 20, 2008 3:03 pm ]
Post subject:  Re: Testing mods

Play campaign.
Kill all enemies, leave enemy brain alive, do whatever.
Oh, and If you have Zalo's modpack, then buy the blue destroyer.
That gives you Infinite Gold.

Author:  venn177 [ Sun Apr 20, 2008 3:07 pm ]
Post subject:  Re: Testing mods

Roy-G-Biv wrote:
Play campaign.
Kill all enemies, leave enemy brain alive, do whatever.
Oh, and If you have Zalo's modpack, then buy the blue destroyer.
That gives you Infinite Gold.

QUIT TRYING TO HELP. YOU ARE NOT DOING IT.

Listen to leadpumper, not Roy.

Roy's an idiot.

Author:  jonnern2 [ Sun Apr 20, 2008 3:46 pm ]
Post subject:  Re: Testing mods

Thanks :grin:

Author:  Lord Tim [ Sun Apr 20, 2008 5:47 pm ]
Post subject:  Re: Testing mods

I usually play it in Two player mode. That way you'll also have some of the enemy team to test stuff on, and no enemies spawn unless you want them to.

Author:  Electroclan [ Sun Apr 20, 2008 7:21 pm ]
Post subject:  Re: Testing mods

There's an easier way I always use.

Start up a 1 player game on the tutorial scene, then place your brain bunker like this.

Image

The AI will never get it, and you'll be free to test on them.

Author:  pieman280 [ Sun Apr 20, 2008 8:20 pm ]
Post subject:  Re: Testing mods

Try going into settings.ini and turning off "Play intro". when the game starts it will replace the intro with the actor test level without anyone attacking you.

This is a good way to test out people.

@ leadpumper: But when he's done he'll have to restart and change everything back. then he must go through the loading screen again. It's bad on those who have many mods and an hour of loading.

Author:  Grif [ Sun Apr 20, 2008 9:23 pm ]
Post subject:  Re: Testing mods

I just comment out the AI spawns in my Activities.

/* at the beginning, */ at the end. Comments out everything in between. Easy to remove.

Author:  Tendrop [ Wed Apr 23, 2008 9:25 pm ]
Post subject:  Re: Testing mods

Go into activities, set SpawnIntervalEasiest to 999999.
When you pick easy difficulty, no enemies will spawn.
When you pick death, enemies will spawn just like normal.
Perfect.

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