Re: TDExplosive line in activities.ini crashes game
Here's the activities.ini taken from Thehorror.rte (an experimental faction combination of the Bear Army and the Ronin faction)
Edit: Indented the whole thing properly. Didn't know the language CC runs on was sensitive to indentation. (I really should've tabbed it out anyway). Now running CC to see if it fixes it.
Edit 2: Now it fails at the very first instance of the ACDropship where before it got far past it. -sigh-
Does my tree need to be all moved over one indentation after the scene set up?
Edit 3: Updated code tree to reflect my current activities.ini below. Now it's failing because I gave an actor invalid inventory (??) during it's Actor::Create cycle. Not sure how that can be. I'm using the Bear Army's own .ini's to put down exactly what they have written as 'preset name' for the weapons. (YAK47, F1 granade, M1600, et cetera) I'm less confused now that it doesn't just fail, but more frustrated now that I hear that my coding is bogus when I'm relying off of code that has proven to run just fine.
Edit 4: Updated code tree once more and bolded the problem. The hell am I doing wrong here?
I updated all of the code in thehorror.rte in all of the folders and files to point to Thehorror.rte instead of BA.rte so the internal structure should be secured. What am I doing wrong
now? Am I not allowed to put two AHumans on the same dropship?
Code:
//AddActivity = GAScripted
// PresetName = Zombie Cave
// SceneName = Zombie Cave
// ScriptFile = Missions.rte/Scenes/Scripts/ZombieCave.lua
// InCampaignStage = 1
// LuaClassName = ZombieCaveMission
//
//AddActivity = GAScripted
// PresetName = Maginot
// SceneName = Maginot
// ScriptFile = Missions.rte/Scenes/Scripts/Maginot.lua
// InCampaignStage = 1
// LuaClassName = MaginotMission
//
AddActivity = GABaseDefense
PresetName = Skirmish Defense
SceneName = Grasslands
TeamCount = 2
PlayerCount = 1
TeamOfPlayer1 = 0
TeamOfPlayer2 = 1
FundsOfTeam1 = 6000
FundsOfTeam2 = 2000
CPUTeam = 1
Difficulty = 3
SpawnIntervalEasiest = 20000
SpawnIntervalHardest = 6400
//Ronin strike team
AddAttackerSpawn = ACDropShip
CopyOf = BF Drop Ship
AddInventory = AHuman
CopyOf = Ronin Soldier 1
AddInventory = HDFirearm
CopyOf = PPC-3
// AddInventory = TDExplosive
// CopyOf = Frag Grenade
[b] AddInventory = AHuman[/b]
CopyOf = Ronin Soldier 2
AddInventory = HDFirearm
CopyOf = PPC-3
// AddInventory = TDExplosive
// CopyOf = F1 granade
AddInventory = AHuman
CopyOf = Ronin Soldier 3
AddInventory = HDFirearm
CopyOf = PPC-3
// AddInventory = TDExplosive
// CopyOf = F1 granade
AddInventory = AHuman
CopyOf = Ronin Soldier 4
AddInventory = HDFirearm
CopyOf = PPC-3
AddInventory = HDFirearm
CopyOf = Heavy Digger
//Bear Regular Army
/*
AddAttackerSpawn = ACDropShip
CopyOf = BF Drop Ship
AddInventory = AHuman
CopyOf = BF Conscript 1
AddInventory = HDFirearm
CopyOf = PPC-3
AddInventory = TDExplosive
CopyOf = F1 granade
AddInventory = AHuman
CopyOf = BF Conscript 2
AddInventory = HDFirearm
CopyOf = PPC-3
AddInventory = TDExplosive
CopyOf = F1 granade
AddInventory = AHuman
CopyOf = BF Conscript 3
AddInventory = HDFirearm
CopyOf = PPC-3
AddInventory = TDExplosive
CopyOf = F1 granade
//Bear Special Forces
AddAttackerSpawn = ACDropShip
CopyOf = BF Drop Ship
AddInventory = AHuman
CopyOf = BF Spetsnaz 1
AddInventory = HDFirearm
CopyOf = YAK47
AddInventory = TDExplosive
CopyOf = F1 granade
AddInventory = AHuman
CopyOf = BF Spetsnaz 2
AddInventory = HDFirearm
CopyOf = YAK47
AddInventory = TDExplosive
CopyOf = F1 granade
AddInventory = AHuman
CopyOf = BF Spetsnaz 3
AddInventory = HDFirearm
CopyOf = M1600
AddInventory = TDExplosive
CopyOf = F1 granade
*/