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ChJees
Joined: Thu Jul 19, 2007 11:31 am Posts: 249 Location: Sweden, Hallstavik
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Re: Custom Activities files!
Nope it is not needed. You can declare Activities in the same way as Scenes.
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Thu Aug 30, 2007 10:08 pm |
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Squeegy Mackpy
Joined: Tue Mar 20, 2007 10:16 am Posts: 186 Location: Australia
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Re: Custom Activities files!
ChJees wrote: Nope it is not needed. You can declare Activities in the same way as Scenes. GAAAAHHHHH!!!! I put activities in it's onw data module called ZZZ to ensure everything was loaded before it, and it still can't find anything
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Fri Aug 31, 2007 7:03 am |
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Robber
Joined: Tue Aug 21, 2007 5:30 pm Posts: 13
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Re: Your Activities edits
Happend to me too. I hope it gets easier in the next build.
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Fri Aug 31, 2007 7:12 am |
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TSRabbit
Joined: Sat Jan 06, 2007 9:45 pm Posts: 94
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Re: Your Activities edits
Maybe they will be able to script it so that activities.ini ALWAYS loads last. That would be a better way.
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Fri Aug 31, 2007 11:08 am |
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Nfsjunkie91
Joined: Tue Dec 05, 2006 1:21 am Posts: 432
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Re: Your Activities edits
Just remember, there's no association between .rte files anymore unless you make it. That means you'd have to reference to that rte file to get the stuff from it. Not sure if it's the same for activities, but just a heads-up.
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Fri Aug 31, 2007 1:15 pm |
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Robber
Joined: Tue Aug 21, 2007 5:30 pm Posts: 13
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Re: Your Activities edits
Even if they remove the barricade between the .rte's for activities.ini, it will still be very hard to install mods for noobs. You'll have to install the mod.rte and copy&paste some lines in the activities.ini or maybe even overwrite some files in the base.rte.
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Fri Aug 31, 2007 7:43 pm |
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ProjektTHOR
Banned
Joined: Tue Feb 27, 2007 4:05 pm Posts: 2527
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Re: Your Activities edits
Editing Activities files is supposed to be an advanced user option. It is not required to play the game.
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Fri Aug 31, 2007 8:06 pm |
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Robber
Joined: Tue Aug 21, 2007 5:30 pm Posts: 13
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Re: Your Activities edits
ProjektTHOR wrote: Editing Activities files is supposed to be an advanced user option. It is not required to play the game. Like actors/weapons, isn't it. The difference is that you can INSTALL mods easily, but mods with activities.ini you can't just extract them.
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Sun Sep 02, 2007 4:46 pm |
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Fearful_Ferret
Joined: Tue Dec 05, 2006 3:36 pm Posts: 676
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Re: Your Activities edits
Dropships spawn every 2 seconds on death, and so far, that's the only thing I've done. Once I get some good, balanced mods, I'm going to modify the actors and weapons.
I think that the activities.ini should just stay with each user. Unless you don't use any mod actors or weapons, it really can't be shared, even as part of a mod pack. Just provide a nice easy FAQ somewhere that tells everyone how to edit the file and where to put it so that previous errors don't pop up, then let everyone do their own. But I like the addition of the file, anyway.
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Sun Sep 02, 2007 4:55 pm |
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ProjektTHOR
Banned
Joined: Tue Feb 27, 2007 4:05 pm Posts: 2527
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Re: Your Activities edits
I tried that, FF. Be careful, or you'll have DS's gibbing their own engines.
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Sun Sep 02, 2007 4:55 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: Your Activities edits
I made dropships spawn every 8 seconds and filled a scene up with them and skeletons gibs.
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Sun Sep 02, 2007 4:56 pm |
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Fearful_Ferret
Joined: Tue Dec 05, 2006 3:36 pm Posts: 676
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Re: Your Activities edits
Every 2 seconds makes for a fairly good balance between max enemies and enemies killing themselves, though I might make it 3 seconds to eliminate a bit more of the carnage.
Alenth, of course, tried 2 milliseconds. I'm pretty sure it didn't end well. Or start well, for that matter.
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Sun Sep 02, 2007 4:59 pm |
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TheLastBanana
DRL Developer
Joined: Wed Dec 13, 2006 5:27 am Posts: 3138 Location: A little south and a lot west of Moscow
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Re: Your Activities edits
Anybody ever think of this? All actors in Base.rte in a neverending war, AKA it drops people on your team, too. Hoewever, again, they only have Base.rte stuff, so it's only the cheap things you wouldn't spend much on anyway that comes down, and thus big guns go into your hands. Quite cool to just go to the buy menu, hit the buy button and scroll around the map watching AI do stuff. EDIT: Oops, posted a bugged version. This one works.
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Mon Sep 03, 2007 1:49 am |
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SP2
Joined: Sat Mar 17, 2007 9:17 pm Posts: 128 Location: England, United Kingdom
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Re: Your Activities edits
TheLastBanana wrote: Anybody ever think of this? All actors in Base.rte in a neverending war, AKA it drops people on your team, too. Hoewever, again, they only have Base.rte stuff, so it's only the cheap things you wouldn't spend much on anyway that comes down, and thus big guns go into your hands. Quite cool to just go to the buy menu, hit the buy button and scroll around the map watching AI do stuff. EDIT: Oops, posted a bugged version. This one works. That could be good for a survival type map where you get reinforcements at certain intervals.
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Mon Sep 03, 2007 10:19 am |
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Falcon X
Joined: Thu Aug 09, 2007 6:37 pm Posts: 889 Location: Not Jewtown.
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Re: Your Activities edits
So, how exactly do you make a custom activity with another mod, different starting AI, and ect.
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Mon Sep 03, 2007 4:26 pm |
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