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Dylanhutch
Joined: Sun Apr 25, 2010 12:04 am Posts: 303 Location: Australia
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Re: LongLand
iWhiteBot wrote: [EDIT] The map doesn't show in the skirmish menu. How can I fix this? Oh that's wierd, it shows here. I'll try to fix it, i'll edit soon. Edit: I went through all the ini's and there is nothing wrong. Try this: And it should show up as:+++LongLand You'll know if it shows up. Believe me.Dump the ini in the Longland.rte folder.
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Sun May 23, 2010 1:37 am |
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Petethegoat
Joined: Mon Jun 15, 2009 4:02 pm Posts: 905
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Re: LongLand
Quote: One or more of my mods are not loading, even though they are in my CC folder!
1. Create a new folder (Mod1.rte), 2. Go in the folder for the mod that is missing, 3. Copy all of the contents from the old folder to the new one (Mod1.rte) 4. Delete the old folder and all of its contents. 5. Rename the new folder (Mod1.rte) to the old desired name. I must have posted this about five only four times already, in various places.
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Sun May 23, 2010 11:29 am |
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Labrat>BEN
Joined: Tue Oct 13, 2009 3:28 am Posts: 37
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Re: LongLand
does it loop??
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Sun Jun 06, 2010 10:36 pm |
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Joe
Joined: Tue Jul 21, 2009 4:36 am Posts: 347 Location: The place where asses go to be bad
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Re: LongLand
seriously? There are two ways you could check that. Move the camera around the map until you make up your mind, or go into the .ini and check if "WrapX = 1".
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Mon Jun 07, 2010 12:33 am |
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LeonXross
Joined: Sat Jan 30, 2010 4:07 am Posts: 342
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Re: LongLand
I'll make it easy, its wrapped.
This is an epic skirmish mod if you set the spawn rate super high. Try it with the theatre of dead mod, it is awesome. The lag is barely bearable.
Good job. Are we expecting missions out of this by any chance?
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Mon Jun 07, 2010 1:14 am |
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Joe
Joined: Tue Jul 21, 2009 4:36 am Posts: 347 Location: The place where asses go to be bad
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Re: LongLand
Frankly, if it's going to be this big, I'd reccomend making a mission out of it (infiltration, sniper's epic trek, etc.)
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Mon Jun 07, 2010 1:19 am |
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Dylanhutch
Joined: Sun Apr 25, 2010 12:04 am Posts: 303 Location: Australia
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Re: LongLand
LeonXross wrote: Good job. Are we expecting missions out of this by any chance? Dont know how. I'll try find out. EDIT: Thanks. LeonXross wrote: This is an epic skirmish mod if you set the spawn rate super high. Thanks. Joe wrote: Frankly, if it's going to be this big, I'd reccomend making a mission out of it (infiltration, sniper's epic trek, etc.) What he said.
Last edited by Dylanhutch on Sat Jun 12, 2010 5:17 am, edited 1 time in total.
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Mon Jun 07, 2010 3:59 am |
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Natti
Data Realms Elite
Joined: Fri Jul 03, 2009 11:05 am Posts: 3878
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Re: LongLand
Dylanhutch wrote: Joe wrote: Frankly, if it's going to be this big, I'd reccomend making a mission out of it (infiltration, sniper's epic trek, etc.) What he said.
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Mon Jun 07, 2010 7:33 am |
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Dylanhutch
Joined: Sun Apr 25, 2010 12:04 am Posts: 303 Location: Australia
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Re: LongLand
Alright, Help please?
I don't know LUA, anyone know what's wrong?
Fixed. Thanks Joe!
Last edited by Dylanhutch on Sat Jun 12, 2010 5:16 am, edited 2 times in total.
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Mon Jun 07, 2010 12:28 pm |
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Joe
Joined: Tue Jul 21, 2009 4:36 am Posts: 347 Location: The place where asses go to be bad
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Re: LongLand
Well first of all, when you say: print(END! -- LongLandActivity:End()); you are commenting out everything on that line after the --(the standard notation for a comment) This might help you organize.
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Mon Jun 07, 2010 5:51 pm |
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Dylanhutch
Joined: Sun Apr 25, 2010 12:04 am Posts: 303 Location: Australia
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Re: LongLand
Joe wrote: Well first of all, when you say: print(END! -- LongLandActivity:End()); you are commenting out everything on that line after the --(the standard notation for a comment) This might help you organize. update
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Wed Jun 09, 2010 10:04 am |
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