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A way to get AIs to use mods? http://45.55.195.193/viewtopic.php?f=72&t=16266 |
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Author: | Justin1221 [ Tue Aug 18, 2009 9:46 pm ] |
Post subject: | A way to get AIs to use mods? |
Well, I tried searching this, but I didn't find anything about it, so I'm making a topic. Well, I just got this mod that is a Coalition Dreadnaught like the one in the concept art screen in the game intro. I thought of how cool would it be if I could make the AI use it as a usual unit. How do I do that? Is it possible? |
Author: | Mind [ Tue Aug 18, 2009 9:48 pm ] |
Post subject: | Re: A way to get AIs to use mods? |
Activities. Someone else will probably explain it, but it's in the activities. The enemies only spawn with the weapons/actors/dropships/whatever you have in the activites |
Author: | Justin1221 [ Tue Aug 18, 2009 9:57 pm ] |
Post subject: | Re: A way to get AIs to use mods? |
So, I just copy and paste all my mods into activities? Also, I'm having some trouble with trying to get the new mod to work. I get RTE Aborted! (X_X) it said it failed to load dataobject file or something like that Coalition.rte/Devices/GatlingGuns/MagazineGatlingGunA. Here's the mod. viewtopic.php?f=61&t=15830&start=0 Here's what I found in Activities. //////////////////////////////////////////////// // Begin list of Activities or "Game Modes" AddActivity = SceneEditor PresetName = Test Editor SceneName = Grasslands AddActivity = AreaEditor PresetName = Test Editor SceneName = Grasslands AddActivity = GibEditor PresetName = Test Editor SceneName = Editor Scene AddActivity = ActorEditor PresetName = Test Editor SceneName = Editor Scene /* AddActivity = GABaseDefense PresetName = Skirmish Defense SceneName = Grasslands TeamCount = 2 PlayerCount = 1 TeamOfPlayer1 = 0 TeamOfPlayer2 = 1 FundsOfTeam1 = 5000 FundsOfTeam2 = 5000 CPUTeam = 1 Difficulty = 3 SpawnIntervalEasiest = 20000 SpawnIntervalHardest = 8000 /* AddActivity = GAScripted PresetName = King Of The Hill 2 Player Description = Be the first person to stay in the Hold Area for a total of 3 minutes! Player 1 VS Player 2. SceneName = Ketanot Hills ScriptFile = Base.rte/Scenes/Scripts/King Of The Hill 2P.lua PlayerCount = 2 TeamOfPlayer1 = 0 TeamOfPlayer2 = 1 InCampaignStage = 1 LuaClassName = KingOfTheHill AddActivity = GAScripted PresetName = King Of The Hill Versus Computer Description = Be the first person to stay in the Hold Area for a total of 3 minutes! Player VS CPU. SceneName = Ketanot Hills ScriptFile = Base.rte/Scenes/Scripts/King Of The Hill CPU.lua PlayerCount = 1 TeamOfPlayer1 = 0 TeamOfPlayer2 = 1 InCampaignStage = 1 LuaClassName = KingOfTheHillCPU AddActivity = GAScripted PresetName = Dummies Strike Back Description = The dummies are tired of being used as... Well, test dummies. Watch out for falling drop crates! Player(s) VS CPU. SceneName = Ketanot Hills ScriptFile = Base.rte/Scenes/Scripts/Dummies Strike Back.lua PlayerCount = 1 TeamOfPlayer1 = 0 InCampaignStage = 1 LuaClassName = Dummies AddActivity = GAScripted PresetName = One-Man Army - Easy Description = Heavily armored brain 'bot + heavy weaponry + no resources = Tons o' fun with a Gatling gun. (lol) Player VS CPU. SceneName = Ketanot Hills ScriptFile = Base.rte/Scenes/Scripts/One Man Army.lua PlayerCount = 1 TeamOfPlayer1 = 0 InCampaignStage = 1 LuaClassName = OneManArmyEasy AddActivity = GAScripted PresetName = One-Man Army - Medium Description = With an upgraded pistol and more armor, this isn't nearly as hard as hard mode. It is still hard, though. Player VS CPU. SceneName = Ketanot Hills ScriptFile = Base.rte/Scenes/Scripts/One Man Army Medium.lua PlayerCount = 1 TeamOfPlayer1 = 0 InCampaignStage = 1 LuaClassName = OneManArmyMedium AddActivity = GAScripted PresetName = One Man Army - Hard Description = Fight off a relentless army of enemy soldiers as a single, lightly-armored soldier. Player VS CPU. SceneName = Ketanot Hills ScriptFile = Base.rte/Scenes/Scripts/One Man Army Hard.lua PlayerCount = 1 TeamOfPlayer1 = 0 InCampaignStage = 1 LuaClassName = OneManArmyHard AddActivity = GAScripted PresetName = Coalition Crackdown Description = Coalition soldiers are flooding in from everywhere. Hide in your base and protect yourself! Player(s) VS CPU. SceneName = Ketanot Hills ScriptFile = Base.rte/Scenes/Scripts/Coalition Crackdown.lua PlayerCount = 1 TeamOfPlayer1 = 0 InCampaignStage = 1 LuaClassName = CoalitionCrackdown AddActivity = GAScripted PresetName = Ronin Rumble Description = The Ronins have a bounty on your head. Build a base and protect it from them! Player(s) VS CPU. SceneName = Ketanot Hills ScriptFile = Base.rte/Scenes/Scripts/Ronin Rumble.lua PlayerCount = 1 TeamOfPlayer1 = 0 InCampaignStage = 1 LuaClassName = RoninRumble AddActivity = GAScripted PresetName = Boomfest Description = One-Man Army - Easy, but only explosive weapons are allowed. Bring sunglasses. Player VS CPU. SceneName = Ketanot Hills ScriptFile = Base.rte/Scenes/Scripts/Boomfest.lua PlayerCount = 1 TeamOfPlayer1 = 0 InCampaignStage = 1 LuaClassName = Boomfest AddActivity = GAScripted PresetName = Full-On Assault Description = All of the factions versus you. Player(s) VS CPU. SceneName = Ketanot Hills ScriptFile = Base.rte/Scenes/Scripts/Full-On Assault.lua PlayerCount = 1 TeamOfPlayer1 = 0 InCampaignStage = 1 LuaClassName = FullOnAssault */ AddActivity = GAScripted PresetName = Zombie Pit SceneName = Zombie Pit ScriptFile = Base.rte/Scenes/Scripts/ZombiePit.lua InCampaignStage = -1 LuaClassName = ZombiePitMission AddActivity = GABaseDefense PresetName = Test Activity SceneName = Actor Test TeamCount = 2 PlayerCount = 1 TeamOfPlayer1 = 0 FundsOfTeam1 = 1500 CPUTeam = 1 Difficulty = 3 SpawnIntervalEasiest = 25000 SpawnIntervalHardest = 15000 AddActivity = GABaseDefense PresetName = Default Activity SceneName = Grasslands TeamCount = 2 PlayerCount = 1 TeamOfPlayer1 = 0 FundsOfTeam1 = 1500 CPUTeam = 1 Difficulty = 3 SpawnIntervalEasiest = 25000 SpawnIntervalHardest = 15000 AddAttackerSpawn = ACDropShip CopyOf = Drop Ship MK1 AddInventory = AHuman CopyOf = Robot 2 AddInventory = HDFirearm CopyOf = SMG AddInventory = HDFirearm CopyOf = Pistol AddInventory = HeldDevice CopyOf = Riot Shield AddInventory = HDFirearm CopyOf = Heavy Digger What do I do with this, and what does the stuff above mean? |
Author: | Justin1221 [ Tue Aug 18, 2009 10:10 pm ] |
Post subject: | Re: A way to get AIs to use mods? |
Also, I just tried it after removing a few new mods and after removing the Coalition Dreadnaught mod, and I got the same message. How did it happen? Did I corrupt a file? |
Author: | Geti [ Wed Aug 19, 2009 5:10 am ] |
Post subject: | Re: A way to get AIs to use mods? |
pastebin and edit more, noob. the mod is broken, it uses the old path of the gatling gun sprites. you can change the path or give up on the mod, whatever. no you dont ♥♥♥♥ copy paste your mods into activities. go here http://www.datarealms.com/wiki/index.php/Activities.ini itll tell you in detail how to make an activities.ini. if you want to use more than one mod and base stuff, use grifs way. if you just want to make one mod and/or base stuff spawn at you use the first one. search more. |
Author: | Justin1221 [ Wed Aug 19, 2009 3:24 pm ] |
Post subject: | Re: A way to get AIs to use mods? |
But, I did search. God, I understand this is the internet, and that people get tired of hearing people ask for help, but is EVERYONE on EVERY GODDAMN forum in the WORLD a rude ♥♥♥♥♥? |
Author: | TorrentHKU [ Wed Aug 19, 2009 7:20 pm ] |
Post subject: | Re: A way to get AIs to use mods? |
This tells you how to do it, but you will need a bit of knowledge on how mods work. And a little patience. Justin1221 wrote: But, I did search. God, I understand this is the internet, and that people get tired of hearing people ask for help, but is EVERYONE on EVERY GODDAMN forum in the WORLD a rude ♥♥♥♥♥? He's not usually so mean. Deal with it. Besides, that was pretty tame compared to some of the other people here. We told you how to do your request. If you keep whining about not being able to do it, you will be mercilessly flamed. |
Author: | shadow [ Wed Aug 19, 2009 8:00 pm ] |
Post subject: | Re: A way to get AIs to use mods? |
Learn to use the search button. And If your going to refer to everyone on the internet as a "GODDAMN ♥♥♥♥♥", please leave before people flame you to death. |
Author: | Geti [ Wed Aug 19, 2009 9:01 pm ] |
Post subject: | Re: A way to get AIs to use mods? |
this question has been asked about 10 times over the last year. im sure you could find something in like 2 seaches, especially if you knew it had something to do with activities. like, oh look, lets search for activities.ini about half a page down there is another topic about it. it also had a link to the wiki which has everything you need to know. also, if you follow the rules, including not posting massive blocks of code when you could link it, and not double posting. what you asked for is entirely possible, and i just explained how, however meanly. if youre going to complain about that, you're just proving a lack of patience on your behalf. by the way, if your CC is still broken, its likely you edited a base file and somehow changed the path, itll probably be most easily fixed just by reinstalling over your current CC path, and if you've bought CC you really should back up your settings.ini somewhere else, it contains your CC key, and noone wants to lose that. |
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