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 Your Activities edits 
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Joined: Wed Dec 13, 2006 12:10 am
Posts: 562
Location: Termina
Post Your Activities edits
since we can change a lot now heres mine FEAR THE ROBOT
theres a blue clone with a smg
a green with a AK-47
a skellie with a shotgun
and a robot 1 with a flak cannon and shotgun!! FEAR THE ROBOT!

now post your edits! fixed the ak-47 error


Last edited by gtaiiilc on Thu Aug 30, 2007 11:14 pm, edited 3 times in total.



Wed Aug 29, 2007 6:43 pm
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Joined: Tue Feb 27, 2007 4:05 pm
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Post Custom Activities files!
Since now you can do some scripting on an AI level, this is where everyone can post and share their custom activities they've created!

Have fun, and only upload valid Activites. A small caveat: we are not screening these files, so make sure you know what you are downloading.

If you see something that doesn't belong, please use the Report Post function :]


Wed Aug 29, 2007 8:16 pm
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Joined: Thu Dec 07, 2006 7:21 pm
Posts: 620
Location: CONTRACTIONS I DONT NEED CONTRACTIONS
Post Re: Custom Activities files!
I call dibs on making a last defense agaisnt furries activities file. After I figure out how to work it. D:


Wed Aug 29, 2007 11:20 pm
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Joined: Tue Mar 20, 2007 10:16 am
Posts: 186
Location: Australia
Post Re: Custom Activities files!
I have all the names of the custom actors and guns correct, but it crashes when it tries to find anything. :x

I'm missing something obvious aren't I?

Please tell :(


Thu Aug 30, 2007 8:58 am
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Joined: Sat Dec 23, 2006 12:37 pm
Posts: 406
Post Re: Custom Activities files!
Base before .rte


Thu Aug 30, 2007 9:12 am
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Joined: Tue Aug 21, 2007 5:30 pm
Posts: 13
Post Re: Custom Activities files!
I modified some files and made the AI use Lord Tim's Water War guns.

Sorry for the shitty .gif quality.


Thu Aug 30, 2007 10:22 am
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Location: Australia
Post Re: Custom Activities files!
Elpolodiablo wrote:
Base before .rte

Could you elaborate slightly? :???:


Thu Aug 30, 2007 11:22 am
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Joined: Tue Aug 14, 2007 2:53 pm
Posts: 296
Location: Black Mesa Research Facility
Post Re: Custom Activities files!
he means that the game checks for files in the Base.rte before it does the mods. to avert this problem, go to the index.ini, and type in the highlighted (Kaos pack used for example)

Quote:
DataModule
IncludeFile = Base.rte/Materials.ini
IncludeFile = Base.rte/Sounds.ini
IncludeFile = Base.rte/Effects.ini
IncludeFile = Base.rte/Ammo.ini
IncludeFile = Base.rte/Devices.ini
IncludeFile = Base.rte/Actors.ini
IncludeFile = Base.rte/Scenes.ini
IncludeFile = Base.rte/Activities.ini
IncludeFile = Kaos.rte/Index.ini


do this with any other mod and it should work.


Thu Aug 30, 2007 12:32 pm
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Joined: Tue Mar 20, 2007 10:16 am
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Location: Australia
Post Re: Custom Activities files!
CommanderCool wrote:
he means that the game checks for files in the Base.rte before it does the mods. to avert this problem, go to the index.ini, and type in the highlighted (Kaos pack used for example)

Quote:
DataModule
IncludeFile = Base.rte/Materials.ini
IncludeFile = Base.rte/Sounds.ini
IncludeFile = Base.rte/Effects.ini
IncludeFile = Base.rte/Ammo.ini
IncludeFile = Base.rte/Devices.ini
IncludeFile = Base.rte/Actors.ini
IncludeFile = Base.rte/Scenes.ini
IncludeFile = Base.rte/Activities.ini
IncludeFile = Kaos.rte/Index.ini


do this with any other mod and it should work.


So I do that for all the mods used in activities?

Meh, I'll just try it while I wait for an answer.




Nope :roll:


Thu Aug 30, 2007 12:41 pm
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Joined: Tue Aug 21, 2007 5:30 pm
Posts: 13
Post Re: Custom Activities files!
I just created a hard mode Activities.ini.
Enemys now respawn faster, don't use skeletons, don't use Blunderbusses, use AK-47s and get 4 robots per ship.
They also got a Mini Nuke, you can look into my files if you want to know how to add costum weapons/actors/ships/rockets.

Attachment:
Hard Mode.zip


Credits go to:
the guy who made the Mini Nuke
Me
Data


Thu Aug 30, 2007 1:38 pm
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Joined: Tue Aug 14, 2007 2:53 pm
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Location: Black Mesa Research Facility
Post Re: Custom Activities files!
Quote:
Quote:
he means that the game checks for files in the Base.rte before it does the mods. to avert this problem, go to the index.ini, and type in the highlighted (Kaos pack used for example)


Quote:
DataModule
IncludeFile = Base.rte/Materials.ini
IncludeFile = Base.rte/Sounds.ini
IncludeFile = Base.rte/Effects.ini
IncludeFile = Base.rte/Ammo.ini
IncludeFile = Base.rte/Devices.ini
IncludeFile = Base.rte/Actors.ini
IncludeFile = Base.rte/Scenes.ini
IncludeFile = Base.rte/Activities.ini
IncludeFile = Kaos.rte/Index.ini


do this with any other mod and it should work.



So I do that for all the mods used in activities?

Meh, I'll just try it while I wait for an answer.




Nope :roll:


hm... try doing this with the mods individual files instead. other than that i cant help you.


Thu Aug 30, 2007 1:45 pm
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Joined: Tue Aug 21, 2007 5:30 pm
Posts: 13
Post Re: Custom Activities files!
CommanderCool wrote:
hm... try doing this with the mods individual files instead. other than that i cant help you.

There are two solutions:
1. viewtopic.php?f=4&t=7483 (I didn't try this one)
2. Look at my Hard Mode activities.ini/index.ini


Thu Aug 30, 2007 2:03 pm
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Posts: 2901
Post Re: Custom Activities files!
This seems to work, except it exits the program when the menu comes up >_>
It loads everything until then, any suggestions?


Thu Aug 30, 2007 2:36 pm
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Joined: Tue Aug 21, 2007 5:30 pm
Posts: 13
Post Re: Custom Activities files!
The same thing happens to me sometimes, the solution is to rewrite the index.ini after reinstalling Cortex Command. But you should copy & paste the changes you made to the Activities.ini.


Thu Aug 30, 2007 9:59 pm
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Joined: Mon Dec 04, 2006 3:34 am
Posts: 2378
Post Re: Custom Activities files!
You could put the loads for the mods IN Activities.ini.

Rather than making changed to Index.ini.

Are we even sure that Activities has to be in Base.rte?


Thu Aug 30, 2007 10:02 pm
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