Cortex Command Mod Manager / Activities Manager [2.1]
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sam123486
Joined: Sun May 02, 2010 3:39 pm Posts: 354
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 Re: Cortex Command Mod Manager / Activities Manager [1.6]
Did you not read my previous posts? It resets to the default actors. I even disabled Unitec. How can I get it to work?
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Sun May 23, 2010 1:21 am |
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Krosch
Joined: Sun May 09, 2010 10:41 pm Posts: 10
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 Re: Cortex Command Mod Manager / Activities Manager [1.6]
I Love This/ Also i was trying to create a MMItems.txt File for a USMarines mod and i did it like this. Modname = USMarine
Weapon = M16A2 Weapon = Berreta M9 Weapon = M63 Grenade Weapon = M16A2 Grenadier Main Weapon = M249 SAW Weapon = M16A2 SAM-R Weapon = M16A2 Aimpoint
Actor = Marine Rifleman Actor = Marine Grenadier Actor = Marine Gunner Actor = Marine Designated Marksman Actor = Marine Fireteam Leader
FriendlyName = US Marines
And i put it in the USMarines.rte folder and it didnt show up in the add items. did i do something Wrong?
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Sun May 23, 2010 11:56 pm |
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SneakyMax
Joined: Sun Dec 27, 2009 9:31 am Posts: 170
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 Re: Cortex Command Mod Manager / Activities Manager [1.6]
Looks good to me. Your modname should probably be USMarines because the folder is USMarines.rte. That wouldn't prevent it from showing up though. Perhaps you don't have enhanced skirmish turned on?
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Mon May 24, 2010 6:25 am |
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Krosch
Joined: Sun May 09, 2010 10:41 pm Posts: 10
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 Re: Cortex Command Mod Manager / Activities Manager [1.6]
No I got that on. This is making me  because theres alot of mods i want to fight against
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Mon May 24, 2010 11:09 pm |
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SneakyMax
Joined: Sun Dec 27, 2009 9:31 am Posts: 170
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 Re: Cortex Command Mod Manager / Activities Manager [1.6]
Did you make it with notepad, and accidentally name it MMItems.txt.txt? The mod manager scans all folders in the CC directory for a MMItems.txt. There's nothing in the MMItems that would make it not show up.
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Tue May 25, 2010 2:14 am |
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azert123
Joined: Wed May 19, 2010 12:48 pm Posts: 7
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 Re: Cortex Command Mod Manager / Activities Manager [1.6]
I have a little problem. When i use the ehanced skirmish my custom wave dont load ,its the default wave sytem who is loaded  (in ehanced skirmish i use unitec mode).
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Tue May 25, 2010 4:22 pm |
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Mikemfour
Joined: Fri Dec 04, 2009 2:15 am Posts: 10
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 Re: Cortex Command Mod Manager / Activities Manager [1.6]
Any idea on when the new update that lets CCMM find the right stuff is comming out? I have no idea how to get the mod manager to work. when i try this happens.
EXCEPTION: System.IO.IOException: There was a problem reading the settings file because of an I/O error. ---> System.IO.DirectoryNotFoundException: Could not find a part of the path 'C:\Program Files (x86)\Missions.rte\Skirmish Activities.ini'. at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath) at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy) at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options) at System.IO.StreamReader..ctor(String path, Encoding encoding, Boolean detectEncodingFromByteOrderMarks, Int32 bufferSize) at System.IO.StreamReader..ctor(String path) at CortexCommandModManager.SkirmishSettingsManager.GetSettingsFile() --- End of inner exception stack trace --- at CortexCommandModManager.SkirmishSettingsManager.GetSettingsFile() at CortexCommandModManager.SkirmishSettingsManager.RefreshSettingsLocation() at CortexCommandModManager.SkirmishSettingsManager.GetSetting(String setting) at CortexCommandModManager.SkirmishSettingsManager.GetInitialP1Money() at CortexCommandModManager.MainWindow.InitUIBoxes() at CortexCommandModManager.MainWindow..ctor()
INNER EXCEPTION: System.IO.DirectoryNotFoundException: Could not find a part of the path 'C:\Program Files (x86)\Missions.rte\Skirmish Activities.ini'. at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath) at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy) at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options) at System.IO.StreamReader..ctor(String path, Encoding encoding, Boolean detectEncodingFromByteOrderMarks, Int32 bufferSize) at System.IO.StreamReader..ctor(String path) at CortexCommandModManager.SkirmishSettingsManager.GetSettingsFile()
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Tue May 25, 2010 9:02 pm |
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azert123
Joined: Wed May 19, 2010 12:48 pm Posts: 7
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 Re: Cortex Command Mod Manager / Activities Manager [1.6]
I am sorry again but the enhanced skirmish dont work with me, the game just load the defaut waves. 
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Thu May 27, 2010 7:24 pm |
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Collective
Joined: Wed Mar 03, 2010 11:29 pm Posts: 122
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 Re: Cortex Command Mod Manager / Activities Manager [1.6]
Anybody got an MMItems for Bear Federation?
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Sun May 30, 2010 6:36 pm |
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Apollon
Joined: Sun May 16, 2010 3:04 am Posts: 52
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 Re: Cortex Command Mod Manager / Activities Manager [1.6]
I've been working with the Bear Federation alot lately, don't see why I couldn't whip one up. gimme a day or 2 tho. EDIT: Sorry it's taking so long. This is my last week of school EVER! Finals now tho... 
Last edited by Apollon on Sun Jun 06, 2010 7:35 pm, edited 1 time in total.
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Sun May 30, 2010 7:41 pm |
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cheremenin
Joined: Fri Jun 04, 2010 8:57 pm Posts: 7 Location: St.-Petersburg, Russia
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 Re: Cortex Command Mod Manager / Activities Manager [1.6]
Ugh. ._. I was made a Skirmish Wave with few DarkStorm heavy actors, and lasers... But... In game, only normal vanilla actors (Dummies, Coalition) is spawning... I MEAN only. And money amount is too not changing. It's always 5000 as normal standard one. :/ 
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Sat Jun 05, 2010 2:49 pm |
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Culthero
Joined: Thu Mar 04, 2010 9:07 pm Posts: 126 Location: Turkey
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 Re: Cortex Command Mod Manager / Activities Manager [1.6]
Quick questions:
1- What is the easiest way of making an MMItems.txt for a given faction? What to write for the names? the names on the buy menu? Is there a list of all items a faction has so that it is easy to copy and paste?
2- What's wrong with this Skirmish Activities.ini in zzzSkirmish_Activities.rte? It says there is something in line 20 and abort.
AddActivity = GABaseDefense PresetName = Skirmish Defense SceneName = Grasslands TeamCount = 2 PlayerCount = 1 TeamOfPlayer1 = 0 TeamOfPlayer2 = 1 FundsOfTeam1 = 10000 FundsOfTeam2 = 5000 CPUTeam = 1 Difficulty = 3 SpawnIntervalEasiest = 20000 SpawnIntervalHardest = 8000
AddAttackerSpawn = CopyOf = MaximDude Corp. Catalog/MDC Drop Ship AddInventory = CopyOf = D9/Prawn ExoSuit AddInventory = CopyOf = D9/Prawn AddInventory = CopyOf = D9/Tesla assault Rifle AddInventory = CopyOf = D9/Wrap Gun AddAttackerSpawn = CopyOf = Base/Drop Ship MK1 AddInventory = CopyOf = Browncoats/Browncoat Light AddInventory = CopyOf = MaximDude Corp. Catalog/MDC Acid Sprayer AddInventory = CopyOf = MaximDude Corp. Catalog/MDC Revolver AddInventory = CopyOf = Browncoats/Browncoat Light AddInventory = CopyOf = Coalition/Mauler Shotgun AddInventory = CopyOf = Dummy/Impulse Grenade AddInventory = CopyOf = Dummy/Nailgun AddAttackerSpawn = CopyOf = MaximDude Corp. Catalog/MDC Drop Ship AddInventory = CopyOf = Ronin/Dafred AddInventory = CopyOf = D9/Arc Gun AddInventory = CopyOf = Coalition/Auto Shotgun AddInventory = CopyOf = Ronin/Sandra AddInventory = CopyOf = MaximDude Corp. Catalog/MDc Assault Rifle Mark II AddInventory = CopyOf = MaximDude Corp. Catalog/MDC Grenade Launcher
3- Also Vault-Tec mod (cousins to unitec) takes over the waves if the game can start properly. Will I add the // to a file in their folder or to a file in another (missions.rte)?
Man, why all the lovely creations have a potential to ruin things up?! Oh the agony...
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Mon Jun 07, 2010 9:32 pm |
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helifreak
Joined: Tue Apr 07, 2009 8:24 am Posts: 193 Location: Australia
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 Re: Cortex Command Mod Manager / Activities Manager [1.6]
Mikemfour wrote: EXCEPTION: System.IO.IOException: There was a problem reading the settings file because of an I/O error. ---> System.IO.DirectoryNotFoundException: Could not find a part of the path 'C:\Program Files (x86)\Missions.rte\Skirmish Activities.ini'.
I may be wrong here but i think you set the Cortex Command install path wrong, I suggest you try changing the 'installDirectory' value in the setting.xml file where you put the mod manager to where you installed Cortex Command. Or you could delete the setting.xml file and run the mod manager again and select the path that way.
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Tue Jun 08, 2010 7:23 am |
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SneakyMax
Joined: Sun Dec 27, 2009 9:31 am Posts: 170
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 Re: Cortex Command Mod Manager / Activities Manager [1.6]
@cheremenin
There is a mod adding its own waves. Disable all mods and see if that fixes it.
@Culthero
1. I use notepad++ and use a Find In Files for AddActor = AHuman, AddDevice =, AddActor = ACDropShip, etc, then use the PresetName near each entry. 2. Most likely one of the PresetNames in the MMItems is incorrect. Removing this bad entry should fix it. 3. Add a // in front of the activities line in Vault-Tec:
// Activities // IncludeFile = Vault-Tec.rte/Activities/Activities.ini
@helifreak
Thank you for actually reading the error! You're exactly right.
When will I get around to making an FAQ for this?
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Tue Jun 08, 2010 8:01 am |
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Culthero
Joined: Thu Mar 04, 2010 9:07 pm Posts: 126 Location: Turkey
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 Re: Cortex Command Mod Manager / Activities Manager [1.6]
OK. I have solved problems 1 and 3. But now I have another in the form of Pulse Digger. Is it again a bad entry? and by "removing a bad entry" you mean replace it with the correct one am I right? + edit: Another quick question: If an actor that comes pre-equipped with weapons when I order (such as Prawn Exosuit, Dummy Behemoth, or AMRobotics Panzor) is set to appear in a skirmish wave on the AI side by the activities manager, does it again come equipped with all of its default weapons or do I have to assign its usual weapons manually in the manager?
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Tue Jun 08, 2010 9:25 am |
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