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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Activities.ini Mods
Erm, I think this has been asked before, but I'm too lazy too search through the topic(sorry for that).
I followed the instructions of the CC wiki's guide to activity modding. I used the in-mod method. But, it keeps crashing when the skirmish starts. Any idea what might have went wrong? What I left out?
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Tue Oct 07, 2008 1:06 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: Activities.ini Mods
The Decaying Soldat wrote: Erm, I think this has been asked before, but I'm too lazy too search through the topic(sorry for that).
I followed the instructions of the CC wiki's guide to activity modding. I used the in-mod method. But, it keeps crashing when the skirmish starts. Any idea what might have went wrong? What I left out? Tell us EXACTLY what you did and what did you change and what are you using. Then we can talk about how to fix it.
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Tue Oct 07, 2008 1:16 pm |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: Activities.ini Mods
Erm, ok.
Well, I tried to make the computer spawn Diemos3 mod actors and weapons. Here's what I did:
1.Copied Activity.ini from Base.rte, pasted it into the Diemos.rte folder.
2.Opened Activity.ini in the Diemos.rte, with reference to the actor/weapon definitions, changes the AddAttackerSpawn = 'thing' to objects from Diemos mod. I left some dropships and actors that comes from Base.rte unchanged, but that shouldn't be a problem (the instructions say).
3.Done editting activities, saved and closed it.
4.This is the part I'm not sure of: Open up the Diemos mod's index.ini. Add in the line IncludeFile = Diemos.rte/Activities.ini and save.
5. Comment out the line IncludeFile = Base.rte/Activities.ini in the Base's Activity.ini and save.
6. Start CC.
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Tue Oct 07, 2008 4:49 pm |
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Roon3
Joined: Sun May 11, 2008 12:50 pm Posts: 899
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Re: Activities.ini Mods
The "includefile" line must the last line in the index.ini in order for it to work.
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Tue Oct 07, 2008 6:59 pm |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: Activities.ini Mods
Roon3 wrote: The "includefile" line must the last line in the index.ini in order for it to work. Hmmm, I did that too.
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Wed Oct 08, 2008 10:21 am |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: Activities.ini Mods
I'm also having trouble with this, along with mod content in scenes at start (specifically DarKlones or AAL actors). After I place them, they get stuck as a scene in that mod's RTE and CC screws up next time I load.
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Wed Oct 08, 2008 7:19 pm |
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secret_modder
Joined: Fri Oct 03, 2008 12:34 pm Posts: 19
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Re: Activities.ini Mods
Look guys.Try to understand me.1stLook to mods index.ini 2nd cut all includefiles... the datamodule is required , dont cut it.2nd paste all to base.rte index.ini and delete line what contains includefile base.rte\...activities.ini.Delete it.Then you have 1 (or more( UniTec mod) activities.ini included in your base's index.Then if there is only 1 activities ini , it will be chosen , and nothing will lag.Thats the shortest way , and the way i use activities mods , like grenade's zombies mod for e.g.
Note: the mods index.ini must contain activities ini on any line.If not your cc will lag.
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Wed Oct 08, 2008 8:12 pm |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: Activities.ini Mods
secret_modder wrote: Look guys.Try to understand me.1stLook to mods index.ini 2nd cut all includefiles... the datamodule is required , dont cut it.2nd paste all to base.rte index.ini and delete line what contains includefile base.rte\...activities.ini.Delete it.Then you have 1 (or more( UniTec mod) activities.ini included in your base's index.Then if there is only 1 activities ini , it will be chosen , and nothing will lag.Thats the shortest way , and the way i use activities mods , like grenade's zombies mod for e.g.
Note: the mods index.ini must contain activities ini on any line.If not your cc will lag. I think I understand this better now along with Grif's guide, but a visual aid would help, like a post of your activities file as you have it set up currently.
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Wed Oct 08, 2008 8:18 pm |
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ProjektODIN
Banned
Joined: Tue Aug 26, 2008 6:09 pm Posts: 432
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Re: Activities.ini Mods
secret_modder wrote: Look guys.Try to understand me. I'm going to go out on a limb here and say that isn't going to happen.
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Wed Oct 08, 2008 11:34 pm |
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Ophanim
Joined: Wed Dec 26, 2007 6:33 am Posts: 1743 Location: Trapped in UCP. Send help.
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Re: Activities.ini Mods
LowestFormOfWit wrote: secret_modder wrote: Look guys.Try to understand me.1stLook to mods index.ini 2nd cut all includefiles... the datamodule is required , dont cut it.2nd paste all to base.rte index.ini and delete line what contains includefile base.rte\...activities.ini.Delete it.Then you have 1 (or more( UniTec mod) activities.ini included in your base's index.Then if there is only 1 activities ini , it will be chosen , and nothing will lag.Thats the shortest way , and the way i use activities mods , like grenade's zombies mod for e.g.
Note: the mods index.ini must contain activities ini on any line.If not your cc will lag. I think I understand this better now along with Grif's guide, but a visual aid would help, like a post of your activities file as you have it set up currently. Spaces after periods would help too.
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Thu Oct 09, 2008 3:34 am |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: Activities.ini Mods
Lol don't wrap me in that quote. I punctuate properly.
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Thu Oct 09, 2008 4:02 am |
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venn177
Joined: Sun Mar 18, 2007 5:35 am Posts: 3778 Location: Largo, Florida
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Re: Activities.ini Mods
He was adding to what you said, not attacking you.
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Thu Oct 09, 2008 7:57 pm |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: Activities.ini Mods
I was tired and read it wrong, rofl. Anyway, I figured it out. Part I kept fudging on was the CopyOf name of the Actors to add. I needed spaces! >.<
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Fri Oct 10, 2008 1:02 am |
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