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Activities.ini Mods http://45.55.195.193/viewtopic.php?f=4&t=12387 |
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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. |
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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