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 Activities? 
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Joined: Fri Jul 06, 2007 3:08 am
Posts: 62
Location: N.Z
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Post Activities?
can someone make a manual for this because i want to test some mods n stuff


Sun Sep 09, 2007 8:23 am
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REAL AMERICAN HERO
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Joined: Sat Jan 27, 2007 10:25 pm
Posts: 5655
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Post Re: Activities?
MAKE NEW RTE CALLED ZZZ.RTE.

CREATE INI FILE INSIDE OF IT. NAME SAID INI FILE "INDEX.INI"

PUT THE FOLLOWING CODE INSIDE OF IT:
Code:
DataModule
[TAB]IncludeFile = ZZZ.rte/Activites.ini


COPY PASTE ACTIVITES.INI FROM BASE.RTE TO ZZZ.RTE

OPEN BASE.RTE/INDEX.INI

DELETE LINE "INCLUDEFILE = ACTIVITIES.INI"

PROCEED TO MODIFY ACTIVITES.INI AS NEEDED.


Sun Sep 09, 2007 8:31 am
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Joined: Thu Jan 18, 2007 5:16 am
Posts: 397
Location: Back at DRL for a while?
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Post Re: Activities?
Not to be a huge jerk, but:
THERE IS A STICKIED POST CALLED "EVERYTHING YOU NEED TO KNOW ABOUT MODDING" IN THE MOD MAKING SECTION. RTDS.

viewtopic.php?f=1&t=1196

Large text that's wrong is annoying. Changed to only be wrong.
-IWCY


Sun Sep 09, 2007 8:34 am
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Joined: Tue Dec 12, 2006 1:09 am
Posts: 698
Location: Plymouth, NC
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Post Re: Activities?
Oh hay, Grif, that doesn't work.
Oh hay, CherryT, there's no mention of the Activities.ini in that post.

Stop being flaming ♥♥♥♥♥♥s.

For Activities.ini editing, you need to either:

A. C/P the Activities.ini in the folder you're going to call the enemy/weapon from, edit the .ini, and have it load from there.
B. Make the enemy/weapon in the Base.rte and alter the .ini (This one's untested, the other works.).

If there's another way someone say so.


Sun Sep 09, 2007 8:38 am
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Joined: Fri Jul 06, 2007 3:08 am
Posts: 62
Location: N.Z
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Post Re: Activities?
CherryT wrote:
Not to be a huge jerk, but:
THERE IS A STICKIED POST CALLED "EVERYTHING YOU NEED TO KNOW ABOUT MODDING" IN THE MOD MAKING SECTION. RTDS.

http://datarealms.com/forum/viewtopic.php?f=1&t=1196

Large text that's wrong is annoying. Changed to only be wrong.
-IWCY


yes cherry T you are a jerk for not looking before you cross :pipe:
and thank you for the help much needed. :grin: :oops: (im not a modder) :sad:


Sun Sep 09, 2007 9:13 am
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Joined: Sat Dec 16, 2006 1:50 am
Posts: 236
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Post Re: Activities?
Sorry for ressing this thread but I'm having trouble. can someone make this activity for me?


Thu Sep 27, 2007 1:00 am
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Joined: Wed Dec 13, 2006 12:10 am
Posts: 562
Location: Termina
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Post Re: Activities?
there use to be a topic for them but it got locked if you ask me it should be unlocked and sticked, but if you want to see how they work heres mine its steampunk
credits to Amrobotics,MrEvilPoni,Fatzombie,and me


Attachments:
Steampunk.zip [1.97 MiB]
Downloaded 187 times
Fri Sep 28, 2007 3:56 pm
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Joined: Thu Aug 16, 2007 10:09 am
Posts: 163
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Post Re: Activities?
I have my own way which is long, but doesn't result in double-entries in the buy menu.

First, open Base.rte/Index.ini in in there,
Code:
Index your chosen mod's ini's. Like
[code]DataModule:
*Normal Stuff*
[TAB] IncludeFile "Mymod.rte/Devices.ini"
ETC
then
IncludeFile "Base.rte/activities.ini".
[/code]
DO NOT TRY TO INDEX A MOD'S INDEX.



Then, once that's done, go to the chosen mod(s) and Comment Out the lines in the index.ini, so it looks like
Code:
DataModul

// IncludeFile "..."
...

and so on.


Mon Oct 01, 2007 7:38 am
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Joined: Sat Jan 27, 2007 10:36 pm
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Post Re: Activities?
Use the activities generator?


Mon Oct 01, 2007 9:50 pm
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