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Activities.ini Mods
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Author:  The Decaying Soldat [ Tue Oct 07, 2008 1:06 pm ]
Post subject:  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?

Author:  numgun [ Tue Oct 07, 2008 1:16 pm ]
Post subject:  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.

Author:  The Decaying Soldat [ Tue Oct 07, 2008 4:49 pm ]
Post subject:  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.

Author:  Roon3 [ Tue Oct 07, 2008 6:59 pm ]
Post subject:  Re: Activities.ini Mods

The "includefile" line must the last line in the index.ini in order for it to work.

Author:  The Decaying Soldat [ Wed Oct 08, 2008 10:21 am ]
Post subject:  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.

Author:  LowestFormOfWit [ Wed Oct 08, 2008 7:19 pm ]
Post subject:  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.

Author:  secret_modder [ Wed Oct 08, 2008 8:12 pm ]
Post subject:  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.

Author:  LowestFormOfWit [ Wed Oct 08, 2008 8:18 pm ]
Post subject:  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.

Author:  ProjektODIN [ Wed Oct 08, 2008 11:34 pm ]
Post subject:  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.

Author:  Ophanim [ Thu Oct 09, 2008 3:34 am ]
Post subject:  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.

Author:  LowestFormOfWit [ Thu Oct 09, 2008 4:02 am ]
Post subject:  Re: Activities.ini Mods

Lol don't wrap me in that quote. I punctuate properly.

Author:  venn177 [ Thu Oct 09, 2008 7:57 pm ]
Post subject:  Re: Activities.ini Mods

He was adding to what you said, not attacking you.

Author:  LowestFormOfWit [ Fri Oct 10, 2008 1:02 am ]
Post subject:  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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