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 Testing mods 
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Joined: Sat Jan 20, 2007 10:32 pm
Posts: 12
Location: Norway
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Post Testing mods
Hi :) , I wonder, is it possible to have a map where you are alone (no CPU) just for testing guns on walls and stuff? Or a brain-less map (I know it was for older mods).

:grin:


Sun Apr 20, 2008 2:48 pm
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Joined: Fri Sep 21, 2007 9:50 pm
Posts: 419
Location: KS
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Post Re: Testing mods
Clear the AI's being dropped in your Activities.ini on the 'Skirmish defense' section.


Sun Apr 20, 2008 3:01 pm
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Joined: Mon Feb 12, 2007 12:46 am
Posts: 1765
Location: ..............
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Post Re: Testing mods
Play campaign.
Kill all enemies, leave enemy brain alive, do whatever.
Oh, and If you have Zalo's modpack, then buy the blue destroyer.
That gives you Infinite Gold.


Sun Apr 20, 2008 3:03 pm
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Joined: Sun Mar 18, 2007 5:35 am
Posts: 3778
Location: Largo, Florida
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Post Re: Testing mods
Roy-G-Biv wrote:
Play campaign.
Kill all enemies, leave enemy brain alive, do whatever.
Oh, and If you have Zalo's modpack, then buy the blue destroyer.
That gives you Infinite Gold.

QUIT TRYING TO HELP. YOU ARE NOT DOING IT.

Listen to leadpumper, not Roy.

Roy's an idiot.


Sun Apr 20, 2008 3:07 pm
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Joined: Sat Jan 20, 2007 10:32 pm
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Location: Norway
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Post Re: Testing mods
Thanks :grin:


Sun Apr 20, 2008 3:46 pm
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Joined: Fri Apr 27, 2007 4:55 pm
Posts: 1178
Location: America!
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Post Re: Testing mods
I usually play it in Two player mode. That way you'll also have some of the enemy team to test stuff on, and no enemies spawn unless you want them to.


Sun Apr 20, 2008 5:47 pm
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Joined: Sat Jun 30, 2007 4:39 am
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Post Re: Testing mods
There's an easier way I always use.

Start up a 1 player game on the tutorial scene, then place your brain bunker like this.

Image

The AI will never get it, and you'll be free to test on them.


Sun Apr 20, 2008 7:21 pm
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Joined: Sat Oct 20, 2007 11:17 pm
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Post Re: Testing mods
Try going into settings.ini and turning off "Play intro". when the game starts it will replace the intro with the actor test level without anyone attacking you.

This is a good way to test out people.

@ leadpumper: But when he's done he'll have to restart and change everything back. then he must go through the loading screen again. It's bad on those who have many mods and an hour of loading.


Sun Apr 20, 2008 8:20 pm
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Joined: Sat Jan 27, 2007 10:25 pm
Posts: 5655
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Post Re: Testing mods
I just comment out the AI spawns in my Activities.

/* at the beginning, */ at the end. Comments out everything in between. Easy to remove.


Sun Apr 20, 2008 9:23 pm
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Joined: Sat May 05, 2007 7:21 am
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Location: The Zone
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Post Re: Testing mods
Go into activities, set SpawnIntervalEasiest to 999999.
When you pick easy difficulty, no enemies will spawn.
When you pick death, enemies will spawn just like normal.
Perfect.


Wed Apr 23, 2008 9:25 pm
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