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How do you overwrite so the AI has different weapons
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Author:  chineseboy16 [ Thu May 24, 2007 11:23 pm ]
Post subject:  How do you overwrite so the AI has different weapons

I want all of the AI to use maximdudes Mk4 stuff.
anyone know how or could do it for me?

Author:  zalo [ Fri May 25, 2007 2:45 am ]
Post subject: 

:x

Just rename the MK4 stuff into the normal stuff and put it in the base stuff folder.

Very easy. If you have any complaints or questions, you are a very stupid person.

Author:  chineseboy16 [ Fri May 25, 2007 3:29 am ]
Post subject: 

then i'm a stupid person :(

Author:  lokomotivet [ Fri May 25, 2007 3:31 am ]
Post subject: 

Shouldnt there be some kind of option in the coding where you can choose if you AI can use the weapon or not? :?

Author:  chineseboy16 [ Fri May 25, 2007 5:01 am ]
Post subject: 

nope there isn't

Author:  Yon [ Fri May 25, 2007 5:36 am ]
Post subject: 

Real simple:

move out and backup (if your into doing that sort of thing) the contents of the base.rte's weapon/ammo ini's and resources.

Rename that mod thing's weapons into the weapons that the ai utilises (ie: "mod weapon" changes to "blunderbuss" or "Ak-47" ).

Make sure you don't forget to initalize all of the missing weapons/ammo(it could lead to errors.

Or you could try to just make the weapons/ammo ini's point to the mod thing in question.
If done correctly it should just make the base weapons/ammo into clones of that mod's.

Author:  ProjektTHOR [ Fri May 25, 2007 9:08 pm ]
Post subject: 

zalo wrote:
:x

Just rename the MK4 stuff into the normal stuff and put it in the base stuff folder.

Very easy. If you have any complaints or questions, you are a very stupid person.

That was not helpful at all, and stop bad mouthing him.

Author:  Prod [ Fri May 25, 2007 10:39 pm ]
Post subject: 

That is very easy to understand. He was not being a bad mouth, since if you have problems with something that simple, than you really are stupid, but complaints about the weapon being replaced doesn't make you dumb. I've replaced the Blunderbuss with a different-barreled Blunderbuss, so it has the rifle-look, and made it have two-round magazines, and made it fire powerful rifle rounds with decent accuracy. Luckily, Skeletons can't shoot for ♥♥♥♥.

Author:  chineseboy16 [ Sat May 26, 2007 6:25 pm ]
Post subject: 

I STILL DON'T UNDERSTAND :(

Author:  MaximDude [ Sat May 26, 2007 6:35 pm ]
Post subject: 

Take the Devices folder, Devices.ini and Ammo.ini from the MK mod folder and paste them into Base.rte (MAKE SURE TO BACKUP FILES!!!), overwrite the files
Then open Devices.ini and edit every sprite filepath (Cuz I didnt change the sounds)
Filepath should be: MKblalh.rte/Devices/Blah/Blah.bmp
Change to: Base.rte/Devices/Blah/Blah.bmp

Do same thing with magazines in Ammo.ini

I hope you understand cause im too lazy to do it for you

Author:  Kurrus [ Sat May 26, 2007 6:47 pm ]
Post subject: 

ProjektTHOR wrote:
That was not helpful at all, and stop bad mouthing him.


ProjektTHOR wrote:
Thank you, The-Masses, for posting neigh the entirety of his website and anything that we could have just as easily read on the website if we felt the need.

-1 INT.


ProjektTHOR wrote:
lolurdumbandstillobviouslydontknowwhatsarcasmandhumorarebecausethatwasnotsarcasmorhumoritwasfailingatbeinginsulting.lolurdumbandstillobviouslydontknowwhatsarcasmandhumorarebecausethatwasnotsarcasmorhumoritwasfailingatbeinginsulting.

Yes, you're very helpful and friendly.

Author:  chineseboy16 [ Sat May 26, 2007 6:58 pm ]
Post subject: 

Error on ammo line 89

Its not working :roll:

Author:  Yon [ Sat May 26, 2007 7:28 pm ]
Post subject: 

Screw what I said before.
Bring up the backup.
Copy x mod weapon and overwrite the x base.rte weapon.

Now change the instance name back to what it was before(ie blunderbuss).

Now do the same with the ammo except don't change the instance names and you don't need to overwrite anything.

If x mod weapon has a tracer when x base.rte weapon that it is overwriting doesn't then just drop the tracer into the base.rte ammo ini.

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