Author |
Message |
Boba_Fett
Joined: Wed Jul 30, 2008 10:27 pm Posts: 272
|
Re: Bear Federation Mod: Reboot
Well I'm just saying that I shouldn't have to unload 5 whole clips of my chaingun on a walker to kill it. The AI spawns walkers faster than I can kill them.
|
Thu Jan 15, 2009 1:00 am |
|
|
CortexCommander
Joined: Sat Dec 27, 2008 11:17 pm Posts: 90 Location: In my secret cave. In Ontario South of, wait a minute!
|
Re: Bear Federation Mod: Reboot
Boba_Fett wrote: Well I'm just saying that I shouldn't have to unload 5 whole clips of my chaingun on a walker to kill it. The AI spawns walkers faster than I can kill them. Two clips sound reasonable, but five clips! It only takes me one to two clips too rip them to shreds with my gattling gun? Are you using the Ronin's YAK minigun?
|
Thu Jan 15, 2009 1:04 am |
|
|
janekk
Joined: Mon Apr 07, 2008 5:25 pm Posts: 93 Location: Wasteland
|
Re: Bear Federation Mod: Reboot
Miles_T3hR4t wrote: I made some activities that are pretty tough. I can't add them. I commented activities in base.rte index and added yours to BF.rte index. That did nothing, CC loaded nicely like always but I'm still attacked by ronins. What the hell I'm doing wrong? Its not first time activities don't work for me, to think of it they never did. So I'm sure I'm doing it wrong. Any ideas what?
|
Thu Jan 15, 2009 2:20 am |
|
|
Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
|
Re: Bear Federation Mod: Reboot
The activities are now loaded from Missions.rte. To keep the missions in campaign mode, you have to go into Missions.rte/Activities.ini and use a block(multiline) comment (/* ...stuff, including newline... */) to comment out the AddActivity = GABaseDefense block.
|
Thu Jan 15, 2009 2:39 am |
|
|
janekk
Joined: Mon Apr 07, 2008 5:25 pm Posts: 93 Location: Wasteland
|
Re: Bear Federation Mod: Reboot
Thanks it works nicely now.
|
Thu Jan 15, 2009 3:10 am |
|
|
Wingwolf
Joined: Mon May 07, 2007 1:49 pm Posts: 98
|
Re: Bear Federation Mod: Reboot
Duh102 wrote: The activities are now loaded from Missions.rte. To keep the missions in campaign mode, you have to go into Missions.rte/Activities.ini and use a block(multiline) comment (/* ...stuff, including newline... */) to comment out the AddActivity = GABaseDefense block. Can you give me a completed example? I'm a bit of a newbie and i'm not 100% sure what I have to put in there
|
Thu Jan 15, 2009 5:12 pm |
|
|
Hamburgler
Joined: Sat Dec 16, 2006 2:50 pm Posts: 161 Location: Vaughan, Canada
|
Re: Bear Federation Mod: Reboot
It bears mentioning that tank battles are fun as hell, if not a little chaotic. I edited the Activities.ini someone posted earlier so it's only armor, and spawn a group of tanks of my own. Good times.
|
Thu Jan 15, 2009 5:15 pm |
|
|
Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
|
Re: Bear Federation Mod: Reboot
Wingwolf wrote: Can you give me a completed example? Yeah. Code: /* Starts the comment block, so this line and all lines until the ending character will not be used This is the ending character, right here */ This is what your Missions.rte/Activities.ini should look like. Code: /* AddActivity = GABaseDefense PresetName = Skirmish Defense SceneName = Grasslands TeamCount = 2 ... ... ... AddAttackerSpawn = ACDropShip CopyOf = Dummy Drop Ship AddInventory = ACrab CopyOf = Dreadnought*/
|
Thu Jan 15, 2009 6:39 pm |
|
|
Wingwolf
Joined: Mon May 07, 2007 1:49 pm Posts: 98
|
Re: Bear Federation Mod: Reboot
Duh102 wrote: Wingwolf wrote: Can you give me a completed example? Yeah. Thank you very much
|
Thu Jan 15, 2009 7:50 pm |
|
|
Tatterdemalion
Joined: Thu Dec 04, 2008 3:18 pm Posts: 25 Location: The Ether
|
Re: Bear Federation Mod: Reboot
What the ♥♥♥♥ did you do to the Gauss rifle? Revert to the old sprite, dude. It's badassery was far greater. On another note, I think that the only word that can be used to describe the tank is "cute". It's not very powerful, and has terrible balance. The other two (three?) new actors are fairly good, I suppose, but nothing to write home about. If you were to resprite the tank so that it was larger, sharper, more militant and powerful, that would be double plus good. If this critique was too harsh, I'm sorry, but some things were better left alone.
|
Mon Jan 19, 2009 7:02 pm |
|
|
AaronLee
Joined: Fri Jun 01, 2007 12:17 am Posts: 106
|
Re: Bear Federation Mod: Reboot
1) I didn't touch the guass 2) I didn't touch the tank
Anyway, been rather busy getting my RL ducks in a row. I'll start modding again when I finally get my PC to show up (being shipped to an appartment by UPS = fail) because my current rig barely chugs along with this game, lol.
As for the diesel, ther'e snot mcuh I can do for the pipe to spew more smoke while moving. Any of that would need some super scripting (far beyond me.)
As per updating the effect, it was meant as a little touch in the first place, but I'll see if I might make a smoke sprite (I'd have to use it for something else aswell, it would be wasteful just to use it once.) As far as updating the flash, I'll see what I can do.
As per the tank, if I get any ideas for the resprite, I won't rule out the possibility. It's jsut a decent resprite of Ivan's damn amazing work would be doubley hard for me (and I won't cop out and do a terrible job of it, I like this mod too much.)
|
Wed Jan 21, 2009 10:21 pm |
|
|
AaronLee
Joined: Fri Jun 01, 2007 12:17 am Posts: 106
|
Re: Bear Federation Mod: Reboot
Anyway, new progress. I've tweaked the mechs a bit, the bullets looke more bulelty, the ST1's low-pressure gun now arcs (which is fun) and I've got some new specialist armor units working nicely.
Unfortunately, my landlady decieded to cancel my internet and I'm posting this from a computer lab. Hopefully it will be back up in a week and I can post this thing.
I'll see if I can integrate Darlos' tank into the master version of the mod, same goes for some activities. I think the armor need some anti armor AI spawns (because a bazooka nukes em pretty good.)
ciao for now.
|
Mon Mar 02, 2009 10:22 pm |
|
|
Prod
Joined: Wed Dec 27, 2006 9:52 pm Posts: 688 Location: California
|
Re: Bear Federation Mod: Reboot
Specialist armor units? What do you mean?
|
Mon Mar 02, 2009 10:54 pm |
|
|
Skiv
Joined: Sat Mar 03, 2007 11:20 pm Posts: 789 Location: Location: Location
|
Re: [B23]Bear Federation Mod: Reboot
so yeah i guess i'll necro this topic, but to make an update. Attachment:
File comment: put this in BF.rte\Devices\Weapons\Launchers\ replace the RPG.ini
RPG.rar [2.14 KiB]
Downloaded 264 times
put this in BF.rte\Devices\Weapons\Launchers\ replace the RPG.ini Yeah i didnt make this mod, but i feel the need to update it to b23. Please dont kill me for that
|
Mon May 18, 2009 11:45 pm |
|
|
Acehalo-2
Joined: Mon Apr 14, 2008 9:28 pm Posts: 19 Location: United States of America
|
Re: [B23]Bear Federation Mod: Reboot
Thank you very much sir!
I finally beat the "Dummy Fortress" mission with these guys. Those heavy mechs and light tanks really are a great help!
|
Thu May 21, 2009 4:26 am |
|
|
|