Re: Gunship R2 (Bugfix + custom gunship rte)
Actually, there's a fix for it right now. Though it does take marginally more effort than simply downloading a file and putting it in the Cortex Command folder.
When the abort window pops up, it should read this:
Quote:
Abortion in file .\System\Reader.cpp, 534, because:
Referring to an instance ('Coalition.rte/Revolver Cannnon') to copy from that hasn't been defined! in Gunship.rte/Actors/Clones/CustomWeapons.ini at line 90!
The last frame has been dumped to 'abortscreen.bmp'
The bold part is important here. Apparently, the mod creator mis-spelled 'Cannon,' which made the game look for a 'Revolver Cannnon' (though it worked in B23, which means that Abdul didn't mis-spell it, but Data did).
I fixed it originally by opening the CustomWeapons.ini file and finding and deleting this block of code:
Quote:
AddDevice = HDFirearm
CopyOf = Coalition.rte/Revolver Cannnon
PresetName = Revolver Cannnon.
Mass = 16
Buyable = 0
JointStrength = 180
RateOfFire = 80
GibWoundLimit = 8
ScriptPath = Gunship.rte/Actors/Clones/Destroy.lua
(bold is the spelling mistake)
Hold on one moment while I see if correcting the spelling mistake works as well.EDIT: Yep, correcting the spelling mistake works just fine, so I recommend doing that instead of deleting code.
However, the Verdun Mission included in the mod doesn't work with B24 (it will ask you to pick the sides of at least two players, and won't let you play unless you do).
To fix this, go to the Mission Activities.ini file. There should be four blocks of AddActivity code that look like this:
Quote:
AddActivity = GAScripted
PresetName = [blank]
SceneName = [blank]
ScriptFile = Gunship.rte/Scenes/[blank].lua
InCampaignStage = 1
LuaClassName = [blank]
(it won't actually say [blank], I just used that because each block of code has something different at those spots)
To preform the fix, change these lines:
Quote:
InCampaignStage = 1
LuaClassName = [blank]
to this:
Quote:
InCampaignStage = 1
PlayerCount = 1
TeamOfPlayer1 = 0
TeamCount = 2
CPUTeam = 1
LuaClassName = [blank]
(bold is the change, or addition)
in each block of AddActivity code. The mission Verdun should now have a CPU locked for team 2 when you try to run it, and thus should be playable