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 Activities.ini Mods 
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Post Activities.ini Mods
Erm, I think this has been asked before, but I'm too lazy too search through the topic(sorry for that).

I followed the instructions of the CC wiki's guide to activity modding. I used the in-mod method. But, it keeps crashing when the skirmish starts. Any idea what might have went wrong? What I left out?


Tue Oct 07, 2008 1:06 pm
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Post Re: Activities.ini Mods
The Decaying Soldat wrote:
Erm, I think this has been asked before, but I'm too lazy too search through the topic(sorry for that).

I followed the instructions of the CC wiki's guide to activity modding. I used the in-mod method. But, it keeps crashing when the skirmish starts. Any idea what might have went wrong? What I left out?


Tell us EXACTLY what you did and what did you change and what are you using.
Then we can talk about how to fix it.


Tue Oct 07, 2008 1:16 pm
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Post Re: Activities.ini Mods
Erm, ok.

Well, I tried to make the computer spawn Diemos3 mod actors and weapons. Here's what I did:

1.Copied Activity.ini from Base.rte, pasted it into the Diemos.rte folder.

2.Opened Activity.ini in the Diemos.rte, with reference to the actor/weapon definitions, changes the AddAttackerSpawn = 'thing' to objects from Diemos mod. I left some dropships and actors that comes from Base.rte unchanged, but that shouldn't be a problem (the instructions say).

3.Done editting activities, saved and closed it.

4.This is the part I'm not sure of: Open up the Diemos mod's index.ini. Add in the line IncludeFile = Diemos.rte/Activities.ini and save.

5. Comment out the line IncludeFile = Base.rte/Activities.ini in the Base's Activity.ini and save.

6. Start CC.


Tue Oct 07, 2008 4:49 pm
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Post Re: Activities.ini Mods
The "includefile" line must the last line in the index.ini in order for it to work.


Tue Oct 07, 2008 6:59 pm
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Post Re: Activities.ini Mods
Roon3 wrote:
The "includefile" line must the last line in the index.ini in order for it to work.


Hmmm, I did that too.


Wed Oct 08, 2008 10:21 am
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Post Re: Activities.ini Mods
I'm also having trouble with this, along with mod content in scenes at start (specifically DarKlones or AAL actors). After I place them, they get stuck as a scene in that mod's RTE and CC screws up next time I load.


Wed Oct 08, 2008 7:19 pm
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Post Re: Activities.ini Mods
Look guys.Try to understand me.1stLook to mods index.ini 2nd cut all includefiles... the datamodule is required , dont cut it.2nd paste all to base.rte index.ini and delete line what contains includefile base.rte\...activities.ini.Delete it.Then you have 1 (or more( UniTec mod) activities.ini included in your base's index.Then if there is only 1 activities ini , it will be chosen , and nothing will lag.Thats the shortest way , and the way i use activities mods , like grenade's zombies mod for e.g.

Note: the mods index.ini must contain activities ini on any line.If not your cc will lag.


Wed Oct 08, 2008 8:12 pm
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Post Re: Activities.ini Mods
secret_modder wrote:
Look guys.Try to understand me.1stLook to mods index.ini 2nd cut all includefiles... the datamodule is required , dont cut it.2nd paste all to base.rte index.ini and delete line what contains includefile base.rte\...activities.ini.Delete it.Then you have 1 (or more( UniTec mod) activities.ini included in your base's index.Then if there is only 1 activities ini , it will be chosen , and nothing will lag.Thats the shortest way , and the way i use activities mods , like grenade's zombies mod for e.g.

Note: the mods index.ini must contain activities ini on any line.If not your cc will lag.


I think I understand this better now along with Grif's guide, but a visual aid would help, like a post of your activities file as you have it set up currently.


Wed Oct 08, 2008 8:18 pm
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Post Re: Activities.ini Mods
secret_modder wrote:
Look guys.Try to understand me.
I'm going to go out on a limb here and say that isn't going to happen.


Wed Oct 08, 2008 11:34 pm
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Post Re: Activities.ini Mods
LowestFormOfWit wrote:
secret_modder wrote:
Look guys.Try to understand me.1stLook to mods index.ini 2nd cut all includefiles... the datamodule is required , dont cut it.2nd paste all to base.rte index.ini and delete line what contains includefile base.rte\...activities.ini.Delete it.Then you have 1 (or more( UniTec mod) activities.ini included in your base's index.Then if there is only 1 activities ini , it will be chosen , and nothing will lag.Thats the shortest way , and the way i use activities mods , like grenade's zombies mod for e.g.

Note: the mods index.ini must contain activities ini on any line.If not your cc will lag.


I think I understand this better now along with Grif's guide, but a visual aid would help, like a post of your activities file as you have it set up currently.

Spaces after periods would help too.


Thu Oct 09, 2008 3:34 am
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Post Re: Activities.ini Mods
Lol don't wrap me in that quote. I punctuate properly.


Thu Oct 09, 2008 4:02 am
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Post Re: Activities.ini Mods
He was adding to what you said, not attacking you.


Thu Oct 09, 2008 7:57 pm
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Post Re: Activities.ini Mods
I was tired and read it wrong, rofl. Anyway, I figured it out. Part I kept fudging on was the CopyOf name of the Actors to add. I needed spaces! >.<


Fri Oct 10, 2008 1:02 am
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