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 Gunship (B23 only) 
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Joined: Sun Dec 19, 2010 10:53 pm
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Post Re: Gunship R2 (Bugfix + custom gunship rte)
god im sorry i just didnt think no need to be mean as i say I AM NEW TO THIS GOD GIVE ME A BREAK


Thu Dec 23, 2010 9:24 pm
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Post Re: Gunship R2 (Bugfix + custom gunship rte)
Foa, that's the fix for not shooting tracer rounds for the Basilisk.


Thu Dec 23, 2010 9:40 pm
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Post Re: Gunship R2 (Bugfix + custom gunship rte)
ok i have read all 13 pages and have not found the fix only things that make the bullets change and make it drop a mortar strike instead of a sam turret but no ,help i don't know what to do and please in future be a tiny bit nicer as i am new to the game and the forum as i only got the game with the indie bundle around a week and a half ago.


Thu Dec 23, 2010 9:44 pm
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Post Re: Gunship R2 (Bugfix + custom gunship rte)
If you keep writing like that no-one is going to help you.

Also, just wait for the Abdul (maker of the mod) to post a fix.


Thu Dec 23, 2010 10:37 pm
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Post Re: Gunship R2 (Bugfix + custom gunship rte)
Natti wrote:
Foa, that's the fix for not shooting tracer rounds for the Basilisk.

Well ♥♥♥♥, whatever, the problem is related to the name changes, so you'll have to find out what you have to rename.
[Wheeeeeeeee, code spelunking, it is so damn hard]

Oh and Abdul is busy with other things, like Data, trying to recruit him.


Thu Dec 23, 2010 10:39 pm
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Post Re: Gunship R2 (Bugfix + custom gunship rte)
ok thanks for the information just gotta wait for the b24 compatible version


and that will take till 2011

unless someone has a fix i wanna use it in b24


Thu Dec 23, 2010 11:10 pm
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Post Re: Gunship R2 (Bugfix + custom gunship rte)
Actually, there's a fix for it right now. Though it does take marginally more effort than simply downloading a file and putting it in the Cortex Command folder.

When the abort window pops up, it should read this:
Quote:
Abortion in file .\System\Reader.cpp, 534, because:

Referring to an instance ('Coalition.rte/Revolver Cannnon') to copy from that hasn't been defined! in Gunship.rte/Actors/Clones/CustomWeapons.ini at line 90!

The last frame has been dumped to 'abortscreen.bmp'


The bold part is important here. Apparently, the mod creator mis-spelled 'Cannon,' which made the game look for a 'Revolver Cannnon' (though it worked in B23, which means that Abdul didn't mis-spell it, but Data did).

I fixed it originally by opening the CustomWeapons.ini file and finding and deleting this block of code:
Quote:
AddDevice = HDFirearm
CopyOf = Coalition.rte/Revolver Cannnon
PresetName = Revolver Cannnon.
Mass = 16
Buyable = 0
JointStrength = 180
RateOfFire = 80
GibWoundLimit = 8
ScriptPath = Gunship.rte/Actors/Clones/Destroy.lua

(bold is the spelling mistake)
Hold on one moment while I see if correcting the spelling mistake works as well.

EDIT: Yep, correcting the spelling mistake works just fine, so I recommend doing that instead of deleting code.

However, the Verdun Mission included in the mod doesn't work with B24 (it will ask you to pick the sides of at least two players, and won't let you play unless you do).

To fix this, go to the Mission Activities.ini file. There should be four blocks of AddActivity code that look like this:
Quote:
AddActivity = GAScripted
PresetName = [blank]
SceneName = [blank]
ScriptFile = Gunship.rte/Scenes/[blank].lua
InCampaignStage = 1
LuaClassName = [blank]

(it won't actually say [blank], I just used that because each block of code has something different at those spots)

To preform the fix, change these lines:
Quote:
InCampaignStage = 1
LuaClassName = [blank]

to this:
Quote:
InCampaignStage = 1
PlayerCount = 1
TeamOfPlayer1 = 0
TeamCount = 2
CPUTeam = 1

LuaClassName = [blank]

(bold is the change, or addition)
in each block of AddActivity code. The mission Verdun should now have a CPU locked for team 2 when you try to run it, and thus should be playable


Last edited by ROFLtheWAFL on Fri Dec 24, 2010 1:31 am, edited 1 time in total.



Fri Dec 24, 2010 1:03 am
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Post Re: Gunship R2 (Bugfix + custom gunship rte)
There is any chance for a B24 version? :)


Fri Dec 24, 2010 1:09 am
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Post Re: Gunship R2 (Bugfix + custom gunship rte)
Praetors wrote:
There is any chance for a B24 version? :)

Look one post above yours.


Fri Dec 24, 2010 2:05 am
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Post Re: Gunship R2 (Bugfix + custom gunship rte)
Thanks ROFLtheWAFL i'm fixing it now.



EDIT__

It has not worked it says the same thing even though i corrected it to cannon what should i do.


Fri Dec 24, 2010 2:37 pm
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Post Re: Gunship R2 (Bugfix + custom gunship rte)
Did you apply the other needed fix too?


Fri Dec 24, 2010 3:13 pm
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Well i didn't know you had to i don't want the tutorial as i have got the idea of the controls at a friends house.

So do you have to do the the mission fix?


Fri Dec 24, 2010 4:12 pm
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Post Re: Gunship R2 (Bugfix + custom gunship rte)
wooden wrote:
Well i didn't know you had to i don't want the tutorial as i have got the idea of the controls at a friends house.

So do you have to do the the mission fix?
Reading your posts is a pain in the arse. Also, you do not have to apply the mission fix, just asking.


Fri Dec 24, 2010 4:50 pm
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Post Re: Gunship R2 (Bugfix + custom gunship rte)
wooden wrote:
Thanks ROFLtheWAFL i'm fixing it now.



EDIT__

It has not worked it says the same thing even though i corrected it to cannon what should i do.


Is it giving the exact same error message? As in, there's an error in the same line as last time? If it's still indicating a Revolver Cannon error, look for more misspelled instances of Revolver Cannon.

Also, it would be helpful if you could post exactly what error message is popping up, as those will tell you exactly where the problem is.


Fri Dec 24, 2010 5:05 pm
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Post Re: Gunship R2 (Bugfix + custom gunship rte)
ok this is what it says

abortion in file /users/admin/development/cortexcommand/cortex/system/reader.cpp,line 534, because reffering to an instance (coalition.rte/revolvercannnon') to copy from that hasn't been defined! in gunship.rte/actors/clones/customweapons.ini at line 90!
the last screen has been dumped to abortscreen.bmp

so i have to scroll through 900 lines ok im starting :0


Fri Dec 24, 2010 5:50 pm
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