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				 Woose1 
				
				
					 Joined: Sat Nov 01, 2008 4:34 am Posts: 90
				 
				 
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				  Re: DSTech Corp (UPDATED: 10/9/08)  
					
						GAWDDARMIT! No.... not fixed for me, I get same error. BUT I will just play wt/out these super metal god-like monsters as my enemies. I really didn't need them anyway....
  .....
  *Runs off crying* 
					
  
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			| Sat Nov 01, 2008 4:31 pm | 
			
				
					 
					
					 
				  
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				 Woose1 
				
				
					 Joined: Sat Nov 01, 2008 4:34 am Posts: 90
				 
				 
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				  Re: DSTech Corp (UPDATED: 10/9/08)  
					
						DSMK2 wrote: OK fixed. Another case where the Compiler hates my naming...
  Having fun with a new Fist based weapon... Nothing really changed, but hrm... What exactly did you fix? OH WAIT! I think I may have found the problem (Please Diseregard Any Stupid Comments [PDASC] ) Is it possible that your stuff is not integrated into Base.rte like some bunker modules, and that is why they will not spawn? Just an idea. Also, wouldn't it be super awsome if we could use these guys in Scene Editor?    *Edit* Wierd, the Tantus seems to spawn with only one thruster.....  
					
  
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			| Sat Nov 01, 2008 4:37 pm | 
			
				
					 
					
					 
				  
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				 DSMK2 
				
				
					 Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
				 
				 
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				  Re: DSTech Corp (UPDATED: 10/9/08)  
					
						Woose1 wrote: DSMK2 wrote: OK fixed. Another case where the Compiler hates my naming...
  Having fun with a new Fist based weapon... Nothing really changed, but hrm... What exactly did you fix? OH WAIT! I think I may have found the problem (Please Diseregard Any Stupid Comments [PDASC] ) Is it possible that your stuff is not integrated into Base.rte like some bunker modules, and that is why they will not spawn? Just an idea. Also, wouldn't it be super awsome if we could use these guys in Scene Editor?    *Edit* Wierd, the Tantus seems to spawn with only one thruster..... Intergrating mods into the base.rte is a taboo. You know how to use activities.ini? Basically comment out the activities.ini in base.rte's index.ini, and my (And other's!) will work. I keep on seeing that happen when I attempt to pre-deploy my tantus in Num's Crossfire map...  
					
  
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			| Sat Nov 01, 2008 5:47 pm | 
			
				
					 
					
					 
				  
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				 Woose1 
				
				
					 Joined: Sat Nov 01, 2008 4:34 am Posts: 90
				 
				 
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				  Re: DSTech Corp (UPDATED: 10/9/08)  
					
						Ahah! figured out hot to work it! Basiclly I had to remove the loadout of some actors. These weapons were: DSBW03 Shotgun (2 instances) DSBW06 MAC Those weapons were errors because there were'nt files for them    Sorry for wordy complaint     Works fine now *Edit* Ya, I did that whole thing with the Index.ini before, but this ^ was in your Activities.ini.  
					
  
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			| Sun Nov 02, 2008 1:05 am | 
			
				
					 
					
					 
				  
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				 Thoughtprocess 
				
				
					 Joined: Mon Feb 11, 2008 3:42 pm Posts: 259
				 
				 
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				  Re: DSTech Corp (UPDATED: 10/9/08)  
					
						I actually had the same problem as Woose (with the exception of knowing how to fix it, of course)
  Have you changed the instancenames for the MAC or shotgun recently? 
					
  
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			| Sun Nov 02, 2008 1:39 am | 
			
				
					 
					
					 
				  
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				 DSMK2 
				
				
					 Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
				 
				 
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				  Re: DSTech Corp (UPDATED: 10/9/08)  
					
						............... I just fixed that... Then when I redownloaded the patch I made... ... Apparently I forgot to put in the fixed activities... Attachment: 
			File comment: rawrx2
		
			
				  
				patch001.rar [1.86 KiB]
			
			Downloaded 176 times
		
		
	 Apparently CC hates the shotgun's name in the activites.ini, much like the tantus situation, as for the MAC, it became the DSWB07, guess I thought it was the MRL when I updated the activities.ini. *runs*  
					
  
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			| Sun Nov 02, 2008 1:42 am | 
			
				
					 
					
					 
				  
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				 numgun 
				
				
					 Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
				 
				 
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				  Re: DSTech Corp (UPDATED: 10/9/08)  
					
						Trying to find your akwardly named weapons to build an activities is a pain in the arse. Could you make a simple list of the items that can be used in an activities file easily and write what it is since DSWB05wtfisthislol doesnt say anything to me. Some simple .txt file in this format: Code: //ACTORS
  //DSTech awesome robot guy AddInventoryItem = AHuman          CopyOf = Some robot
  //DSTech awesome robot guy #2 AddInventoryItem = AHuman          CopyOf = Another robot
 
  //WEAPONS
  //Machinegun AddInventoryItem = HDFirearm          CopyOf = Pretty cool machinegun
  //Laser gun AddInventoryItem = HDFirearm          CopyOf = Some laser gun
  ect. People can open this and copypaste the items they need.  
					
  
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			| Sun Nov 02, 2008 2:26 pm | 
			
				
					 
					
					 
				  
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				 Woose1 
				
				
					 Joined: Sat Nov 01, 2008 4:34 am Posts: 90
				 
				 
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				  Re: DSTech Corp (UPDATED: 10/9/08)  
					
						YAYS! It works!  But I knew how to make it work before....Anyway, great job. I am working on a re-skinned Dreadnaught (nothing new there) But this is Super Fudgey Delicious   A little off this topic here: Have you figured out why the Tantus spawns with only 1 thruster? A little more off this topic here: Can we have a gif or picture of your super big metal monster thing in action? or have you not coded it yet? QUITE OFF TOPIC HERE: Dude, your avatar isnt working     
					
  
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			| Sun Nov 02, 2008 2:47 pm | 
			
				
					 
					
					 
				  
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				 Woose1 
				
				
					 Joined: Sat Nov 01, 2008 4:34 am Posts: 90
				 
				 
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				  Re: DSTech Corp (UPDATED: 10/9/08)  
					
						WHADAFACK??? DSWB05 gatling gun A isnt showing up!!! WHADAFACK????     
					
  
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			| Sun Nov 02, 2008 3:25 pm | 
			
				
					 
					
					 
				  
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				 LowestFormOfWit 
				
				
					 Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
				 
				 
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				  Re: DSTech Corp (UPDATED: 10/9/08)  
					
						Edit button ftw. 
					
  
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			| Sun Nov 02, 2008 4:06 pm | 
			
				
					 
					
					 
				  
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				 DSMK2 
				
				
					 Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
				 
				 
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				  Re: DSTech Corp (UPDATED: 11/7/08)  
					
						Updated, almost no changes.
  Added some weapons. A lot of unrefined or defunct stuff in this build...
  The coming of B22 was sudden.
  [EDIT] Actually the new stuff sped and made a lot of my plans easier... Heh heh... 
					
  
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			| Sat Nov 08, 2008 5:02 am | 
			
				
					 
					
					 
				  
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				 zness 
				
				
					 Joined: Sat Aug 25, 2007 5:50 am Posts: 319 Location: Planet Telex
				 
				 
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				  Re: DSTech Corp (UPDATED: 11/7/08)  
					
						Woose1, please use the edit button instead of posting twice.
  You are not a moderator.
  - Electro 
					
  
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			| Sat Nov 08, 2008 10:28 am | 
			
				
					 
					
					 
				  
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				 Subiw 
				
				
					 Joined: Sat Mar 01, 2008 10:12 pm Posts: 202 Location: Elsewhere
				 
				 
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				  Re: DSTech Corp (UPDATED: 11/7/08)  
					
						I know you said it's unrefined, but the handheld plasma cannon glows are a bit too smooth. Also, primary blue glow on the Incinerator looks a little weird. 
					
  
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			| Sat Nov 08, 2008 6:21 pm | 
			
				
					 
					
					 
				    
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				 DSMK2 
				
				
					 Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
				 
				 
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				  Re: DSTech Corp (UPDATED: 11/7/08)  
					
						Subiw wrote: I know you said it's unrefined, but the handheld plasma cannon glows are a bit too smooth. Also, primary blue glow on the Incinerator looks a little weird. You mean i need to add one of those glow spikes around the ball? I'll see what I can do... Currently preoccupied with playing with my new missile launcher....  
					
  
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			| Sat Nov 08, 2008 7:03 pm | 
			
				
					 
					
					 
				  
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				 C-tron 
				
				
					 Joined: Sun Dec 30, 2007 7:55 am Posts: 165
				 
				 
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				  Re: DSTech Corp (UPDATED: 11/7/08)  
					
						is this compatible yet? 
					
  
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			| Sat Nov 08, 2008 7:46 pm | 
			
				
					 
					
					 
				  
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