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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Hello Community, I have some questions
Not according to Darlos' last experiments, idk, ask him.
He was wrong about mopixels settling to scrap though so no promises. (spoilers concrete gun)
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Tue Sep 15, 2009 5:40 am |
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p3lb0x
Forum Moderator
Joined: Fri Feb 02, 2007 3:53 pm Posts: 1896 Location: in my little gay bunker
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Re: Hello Community, I have some questions
mail2345 wrote: Don't we have working inventory access? I am not 100 percent sure about what you mean here. But my mod has actors turning into other actors while keeping the previous actors inventory
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Tue Sep 15, 2009 7:26 am |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: Hello Community, I have some questions
p3lb0x wrote: mail2345 wrote: Don't we have working inventory access? I am not 100 percent sure about what you mean here. But my mod has actors turning into other actors while keeping the previous actors inventory That's what Geti has been using for his actor randomization code, for zombies 09. [Verify]<-- Click this if you are a p3lb0xOh here is a good mod, Zombies 09, it is near the top of the front page in mods. You can get money by recycling any damaged/salvaged goods, and or by selling prisoners.
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Tue Sep 15, 2009 8:53 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Hello Community, I have some questions
Foa wrote: That's what Geti has been using for his actor randomization code we have access to everything in an actor's inventory bar what it is holding. you might be able to get that aswell, if you used movableman.items and some pro skills, but i havent checked. im just using a modified version of mail's inventory handler, which sadly requires the spawned thing to be holding a "martyr" weapon that will be lost at the time of spawning. its kind of messy, but it works.
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Tue Sep 15, 2009 9:09 am |
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p3lb0x
Forum Moderator
Joined: Fri Feb 02, 2007 3:53 pm Posts: 1896 Location: in my little gay bunker
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Re: Hello Community, I have some questions
Foa wrote: p3lb0x wrote: mail2345 wrote: Don't we have working inventory access? I am not 100 percent sure about what you mean here. But my mod has actors turning into other actors while keeping the previous actors inventory That's what Geti has been using for his actor randomization code, for zombies 09. [Verify]<-- Click this if you are a p3lb0xOh here is a good mod, Zombies 09, it is near the top of the front page in mods. You can get money by recycling any damaged/salvaged goods, and or by selling prisoners. Oh? I only knew of my mod. But yeah, I am guessing it's pretty much the same. edit: Oh hey, Roon3 is telling me he borrowed Geti's code. Soooooo, I guess it is the same
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Tue Sep 15, 2009 10:56 am |
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Manticore
Joined: Tue Nov 18, 2008 1:03 am Posts: 342 Location: Spathiwa
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Re: Hello Community, I have some questions
this is one of the best hello threads i have ever seen, in fact i almost cried.
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Wed Sep 16, 2009 5:07 am |
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Benpasko
Joined: Sun Aug 09, 2009 9:26 am Posts: 1633
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Re: Hello Community, I have some questions
I just thought of a solution to the teleportation problem. Have it force your actor to equip a new weapon, which is like, a little invisible piece of nothing, that is deleted when they teleport.
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Fri Sep 18, 2009 3:48 am |
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Mindmaker
Joined: Sun Sep 13, 2009 9:37 pm Posts: 22
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Re: Hello Community, I have some questions
Another Problem:
I tried to add enemies in skirmish mode from the Darkstorm Mod. So far I added to the "Skirmish Activities.ini":
//Darkstorm AddAttackerSpawn = ACDropShip CopyOf = DarkStorm/D89Kimon AddInventory = AHuman CopyOf = DarkStorm/D22Tengu AddInventory = HDFirearm CopyOf = DarkStorm/D10Revolver AddInventory = HDFirearm CopyOf = DarkStorm/D37SAW AddInventory = HDFirearm CopyOf = DarkStorm/D113ForceDigger AddInventory = AHuman CopyOf = DarkStorm/D22Tengu AddInventory = HDFirearm CopyOf = DarkStorm/D10Revolver AddInventory = HDFirearm CopyOf = DarkStorm/D31BattleRifle AddInventory = HDFirearm CopyOf = DarkStorm/D113ForceDigger
So far the game complains about D89Kimon not being found. What do I have to add to fix that?
Yes I know there are tutorials about this, but they are very inaccurate. For example they don't mention where to add the "IncludeFile =...".
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Fri Sep 18, 2009 3:34 pm |
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Samohan25
Joined: Fri Jul 24, 2009 9:03 am Posts: 159
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Re: Hello Community, I have some questions
You've probably tabbed it but the thing is that the preset name is actualy D89 Kimon rather than all together, this goes for almost all of them.
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Fri Sep 18, 2009 4:02 pm |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: Hello Community, I have some questions
Make sure you have copied the PresetNames correctly. I'm reasonably sure they have spaces in them, like between the D*** and the name.
EDIT: Ninja'd~
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Fri Sep 18, 2009 4:04 pm |
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Mindmaker
Joined: Sun Sep 13, 2009 9:37 pm Posts: 22
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Re: Hello Community, I have some questions
Hmm strange. I got those names from Darkstorm/Index.ini, so where are the "real" ones located?
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Fri Sep 18, 2009 4:45 pm |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: Hello Community, I have some questions
Inside the files. Those are the names of the .ini's that contain the definitions. Look inside those files and find the line "PresetName = D***...", that's the name you want to use.
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Fri Sep 18, 2009 4:47 pm |
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Mindmaker
Joined: Sun Sep 13, 2009 9:37 pm Posts: 22
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Re: Hello Community, I have some questions
I corrected it(and checked in the corresponding ini), but all that it says is just: "Referring to an instance to copy from that hasn't been defined."
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Fri Sep 18, 2009 4:57 pm |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: Hello Community, I have some questions
And where are you loading this activities.ini? In base.rte or Darkstorm's rte? It will only work if you put it in darkstorm's index (after everything else), or if you put comment out everything in darkstorm's index and copy it to base.rte/index.ini and put the activities after all that.
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Fri Sep 18, 2009 4:59 pm |
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Mindmaker
Joined: Sun Sep 13, 2009 9:37 pm Posts: 22
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Re: Hello Community, I have some questions
Duh102 wrote: And where are you loading this activities.ini? In base.rte or Darkstorm's rte? It will only work if you put it in darkstorm's index (after everything else)[...] Put what in the darkstorm index? A reference to the activites file? Or the part I added to it? Sorry but I'm confused. I'm not used the game code.
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Fri Sep 18, 2009 5:33 pm |
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