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Morbo!
Joined: Fri Oct 27, 2006 8:35 pm Posts: 167 Location: Bradford, England
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Re: Build 18 discussion topic.
ProjektTHOR wrote: I don't think he ever said it was going to be in B18 He said in the blog entry for build 15 'In the next build, making AI able to navigate your bunkers' or something along those lines. Technically, this is the 'next' real build. All the previous two did was add a killcounter and fix some issues. Anyway, i tried to edit 'Activites.ini', and replace all the actors with USC soldiers and special forces, but it says that there's no such thing. I copied the exact name of the AHumans into the Activities Ini's places. I think it thinks that they don't exist because it looks at Base.rte first, THEN the mod folders.
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Wed Aug 29, 2007 2:42 pm |
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SP2
Joined: Sat Mar 17, 2007 9:17 pm Posts: 128 Location: England, United Kingdom
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Re: Build 18 discussion topic.
Just put it in a seperate .ini in the folder of the mod and define it for a certain scene.
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Wed Aug 29, 2007 2:43 pm |
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Morbo!
Joined: Fri Oct 27, 2006 8:35 pm Posts: 167 Location: Bradford, England
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Re: Build 18 discussion topic.
SP2 wrote: Just put it in a seperate .ini in the folder of the mod and define it for a certain scene. There's an idea. Thanks. This forum needs some ratings like facepunch. But not any negative ones. It'd encourage people to be helpful. Not that most people aren't. But still.
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Wed Aug 29, 2007 2:45 pm |
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SP2
Joined: Sat Mar 17, 2007 9:17 pm Posts: 128 Location: England, United Kingdom
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Re: Build 18 discussion topic.
Well, I got the idea from thinking about updating my newly released scenes for a harder challenge.
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Wed Aug 29, 2007 2:46 pm |
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ChJees
Joined: Thu Jul 19, 2007 11:31 am Posts: 249 Location: Sweden, Hallstavik
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Re: Build 18 discussion topic.
I think Data made something wrong with the Activities.ini. It seems that Cortex Command do not parses it right :/. It should work logically if it is read last (Z.rte or something) without needing to redefine a weapon INSIDE Activities.ini . Try to define a weapon (custom) inside the Activities.ini and it should work.
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Wed Aug 29, 2007 2:59 pm |
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Morbo!
Joined: Fri Oct 27, 2006 8:35 pm Posts: 167 Location: Bradford, England
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Re: Build 18 discussion topic.
SP2 wrote: Well, I got the idea from thinking about updating my newly released scenes for a harder challenge. Well, it didn't work actually. I renamed the grassland activity in the Base.rte's activity to Horiz Land, then the one in the mod folder to Grasslands, but it just does the default ones.
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Wed Aug 29, 2007 3:06 pm |
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SP2
Joined: Sat Mar 17, 2007 9:17 pm Posts: 128 Location: England, United Kingdom
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Re: Build 18 discussion topic.
Dunno sorry, but on the good news... MaximDude found this wrote: AddEffect = MOPixel InstanceName = Glow Particle Yellow Small Mass = 0.1 LifeTime = 75 Sharpness = 0.3 HitsMOs = 1 GetsHitByMOs = 0 Color = Color R = 255 G = 255 B = 187 Atom = Atom Material = Material CopyOf = Air TrailColor = Color R = 255 G = 255 B = 159 TrailLength = 5 ScreenEffect = ContentFile FilePath = Base.rte/Effects/Glows/YellowSmall.bmp EffectStartStrength = 1.0 EffectStartTime = 0
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Wed Aug 29, 2007 3:08 pm |
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ChJees
Joined: Thu Jul 19, 2007 11:31 am Posts: 249 Location: Sweden, Hallstavik
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Re: Build 18 discussion topic.
Actually, the Activities.ini do only recognise the weapons read from Base.rte and\or the same .rte it is in :/. Bummer.
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Wed Aug 29, 2007 3:19 pm |
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Xinghoa
Joined: Sat May 05, 2007 9:01 pm Posts: 76 Location: England
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Uh oh, problem.
I have a problem with build 18. When I try to start the game up, as soon as its starts loading the base.rte file the game closes with an error. It says:-
Abortion in file .\Managers\AudioMan.cpp, line 65 because: Unable to init audio! The last frame has been dumped to 'abortscreen.bmp
So something wrong with the audio I beleive.
Does anyone else have the same problem, and how do I fix it?
(I wont beable to reply to anything because im going out for a while but I will be back soon)
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Wed Aug 29, 2007 4:01 pm |
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SP2
Joined: Sat Mar 17, 2007 9:17 pm Posts: 128 Location: England, United Kingdom
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Re: Uh oh, problem.
Have you uninstalled the whole folder you installed it to then re-downloaded Build 18, then install it again?
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Wed Aug 29, 2007 4:02 pm |
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Draognshadow
Joined: Sun Jan 28, 2007 5:15 pm Posts: 61 Location: Azeroth
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Re: Build 18 discussion topic.
I forgot how to change my starting funds -_-
Please refresh my memory...
Nevermind, found it in activities.ini.
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Wed Aug 29, 2007 4:20 pm |
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The Fat Sand Rat
Joined: Sun Apr 15, 2007 5:56 am Posts: 1191 Location: outside the shithole called the University in the Forest
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Re: Build 18 discussion topic.
Grrr... I can't change default starting funds for everything.... GRRRRRR! I'll try just copying the grasslands stuff, it looks easiest to apply to all.
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Wed Aug 29, 2007 5:15 pm |
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CrazyFarmer
Joined: Fri Oct 13, 2006 11:06 pm Posts: 13
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Re: Build 18 discussion topic.
I really can't get the activities.ini to work when I add new actors/weapons even if I put it under the mod's folder and add IncludeFile = "mod.rte/activities" in the index...
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Wed Aug 29, 2007 5:17 pm |
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TSRabbit
Joined: Sat Jan 06, 2007 9:45 pm Posts: 94
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Re: Build 18 discussion topic.
Heh, I just gave two of the three skeletons shotguns. Worked fine on every map for me.
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Wed Aug 29, 2007 5:23 pm |
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GMaster111
Joined: Sun Sep 10, 2006 9:58 am Posts: 18
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Re: Build 18 discussion topic.
It works for things like that because they are in the base.rte folder. We're talking about the mod folders like CRobo and stuff. If we could add the mods to the base folder (sort of defeating the object of having separate folders) it would work.
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Wed Aug 29, 2007 5:26 pm |
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