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]
OMGAWESOME! I got it to work! I just made a huge wreckage thing where you have to survive crashing drop-ships! Set the Hardest Difficulty to 750 ms., then run. Oh, and while you enjoy tons of crashing dropships, you should dig to hide. Oh, and to prevent destruction of the brain, cover your controller in AAL Reinforcement blocks. I also suggest saving a default vanilla actors Activities with the mod manager.
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Tue Jun 08, 2010 1:26 pm |
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alphagamer774
Joined: Wed Feb 10, 2010 4:06 am Posts: 1294 Location: Comox, BC, Canada
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 Re: Cortex Command Mod Manager / Activities Manager [1.6]
That's actually a good point. My vanilla activities got overwritten by my browncoats rape setup.
Basically, it's heavily armed browncoats with Hardestspawn at 800. Do not play this on death.
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Tue Jun 08, 2010 9:36 pm |
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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]
Want a copy of my vanilla actors? If so, tell me your email and I will send it.
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Tue Jun 08, 2010 9:59 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]
sam123486 wrote: Want a copy of my vanilla actors? If so, tell me your email and I will send it. OK I want it since mine is overwritten, too. Also, I have written a working items list for BW mercenaries, I think someone had asked for it. edit: some more MMItems.txts for other mods I liked to use/fight against/challenge myself with/etc.: Attachment:
File comment: Some lines didn't load properly, so I did the Notepad++ thing and now they work fine... I think.
MMItems_MDC_by_MaximDude.zip [480 Bytes]
Downloaded 203 times
Spacemarines, Blood Angels MMItems are under their own mod thread and Vault-Tec is in the near future and if you haven't done them yourself yet here.
Last edited by Culthero on Mon Jun 21, 2010 12:18 pm, edited 4 times in total.
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Wed Jun 09, 2010 12:01 pm |
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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]
I'll upload via filefront. post it in a minute. Edit: Here we go. Link: http://www.filefront.com/16696275/Default_Vanilla.ccmm
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Wed Jun 09, 2010 3:05 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]
Alright, Cortex Command Mod Manager 1.7DownloadI've tried to fix a lot of the problems that people have been having with CCMM. Changes: - Automatic elevation to administrator on Vista or Windows 7 if CC or CCMM is in Program Files. This should clear up a lot of the problems with that.
- Better Enhanced Skirmish activity file detection. CCMM will now scan ALL .ini files for a mod, looking for activities that would overwrite the Enhanced Skirmish activities. This will slow things down a bit, because it is scanning a lot more files. Hopefully it is tolerable. This should hopefully clear up a lot of the problems with CCMM Skirmish Waves not showing up.
- Updated XmlConfig. It's now actually correct XML. Unfortunately, the new XmlConfig requires .NET 3.5. So, CCMM now requires .NET 3.5. You can download it here. Unfortunately as well, your old settings will not stay the same, so you'll need to choose your CC folder again and stuff.
- Ability to change the screen resolution of CC and whether it is full screen or not from the mod manager. This was a request from a long time ago.
- Ability to change the Cortex Command directory from the Settings menu. Finally.
So tell me what you guys think of this. In other news, is any experienced, open minded modder wishing to help with a new project of mine?
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Sat Jun 12, 2010 5:26 am |
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killowatt
Joined: Tue Jun 08, 2010 7:17 pm Posts: 20 Location: United States
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Hey, can someone give me the default list for the Enemy Dropships and Actors and such? Because I deleted everything in the skirmish waves, but there was no default button... so I can't go back!
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Mon Jun 14, 2010 1:24 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 [1.7]
If you had looked just two posts up...
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Tue Jun 15, 2010 2:31 am |
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Teh N00b
Joined: Tue Jun 15, 2010 12:12 am Posts: 18 Location: in your bathroom
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 Re: Cortex Command Mod Manager / Activities Manager [1.7]
hi! i'm new in the forum i have an idea for the activities manager i was thinking on something like a randomize button for the skirmish waves in the MMItems the weapons, actors and transport have a name identifing them(weapon,actors and transport  ) so a code wich it choses within a transport of any faction, an actor of any faction, and the same with a weapon would be really cool  , and you don't know what to expect. i don't know if that would be hard, it was just a suggestion sorry for bad english 
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Thu Jun 17, 2010 10:18 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 [1.7]
That sounds pretty cool. I don't think it would be too hard to do, either.
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Fri Jun 18, 2010 7:34 am |
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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 [1.7]
Next update should be the randomize option.
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Sat Jun 19, 2010 5:23 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 [1.7]
Unfortunately it's a little harder than I thought, since right now the mod manager doesn't know whether an item is an ACrab or AHuman. It'll require an update to MMItems files.
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Sat Jun 19, 2010 6:35 am |
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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 [1.7]
Thats all? Wow. It might take time, but it wouldn't be hard.
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Sat Jun 19, 2010 5:04 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 [1.7]
I have a problem:
I have a mod installed (B20 Compilation pack) and it has this "Uber Cannon" which is a laser with massive terrain rape. Now the Coalition Faction also happens to have a weapon called "Uber Cannon" and whenever I try to buy the other "Uber Cannon" I end up getting the Coalition one. It also happens when I try to add some other weapons with the same name to enemy actors in Activities manager. So how can I get around this problem?
P.S: The MMItems.txts on my above post are updated.
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Wed Jun 23, 2010 7:41 pm |
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CCnewplayer
Joined: Wed Feb 24, 2010 11:00 pm Posts: 255 Location: Unknow
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 Re: Cortex Command Mod Manager / Activities Manager [1.7]
CC reads the coalition's Uber cannon first , so if you have two it only considers the first.
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Wed Jun 23, 2010 7:51 pm |
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