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weegee
DRL Developer
Joined: Thu Jun 11, 2009 2:34 pm Posts: 966 Location: Moscow, Russia
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Re: Cortex Command RPG (Updated: 01-jan-2011)
Updated with fancy sprites from Unmapped Lands
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Sat Jan 01, 2011 5:59 pm |
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MIC132
Joined: Wed Feb 06, 2008 9:56 am Posts: 15
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Re: Cortex Command RPG (Updated: 01-jan-2011)
There is a small problem. The "RPG Brain Bot" does not appear in "Brains", nor in any category for that matter...
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Sat Jan 01, 2011 9:56 pm |
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Sparko
Joined: Sun Jan 17, 2010 7:15 am Posts: 43 Location: Somewhere near Trade star
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Re: Cortex Command RPG (Updated: 01-jan-2011)
Yeah MIC is right, I've already check everything and it seems that "RPG Brain" is none existent maybe it is because it being a copy of: Brain Bot? or maybe some miss spelling somewhere? The thing here is that RPG brain is not in the buy menu. Maybe the Buyable = 1 is missing?
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Sat Jan 01, 2011 10:25 pm |
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weegee
DRL Developer
Joined: Thu Jun 11, 2009 2:34 pm Posts: 966 Location: Moscow, Russia
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Re: Cortex Command RPG (Updated: 01-jan-2011)
It appears fine when you build a base in Brains section. You might want to add AddToGroup = Actors to rpgbrain.ini to change this but if you'll have two RPG brains on the battlefield in one team that can lead to unpredictable results.
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Sat Jan 01, 2011 10:34 pm |
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Sparko
Joined: Sun Jan 17, 2010 7:15 am Posts: 43 Location: Somewhere near Trade star
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Re: Cortex Command RPG (Updated: 01-jan-2011)
Thank you weegee, but what do you mean when you build a base? I mean I'm used to put everything down and as the last thing the Brain unit... but when I select the Brain tab... I don't get the RPG brain, I have the few Vanilla standards + unitec ones + MDC one but no RPG still I will do as you recommend and add the AddtoGroup = Actors command line and see what happens.
EDIT.
No, Even when I added that line he isn't appearing in actors tab or brains tab maybe something else?
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Sat Jan 01, 2011 10:40 pm |
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weegee
DRL Developer
Joined: Thu Jun 11, 2009 2:34 pm Posts: 966 Location: Moscow, Russia
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Re: Cortex Command RPG (Updated: 01-jan-2011)
Maybe it does not load at all. Try clearing "Ready for archiving" attribute for CCRPG.rte folder.
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Sat Jan 01, 2011 10:46 pm |
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Sparko
Joined: Sun Jan 17, 2010 7:15 am Posts: 43 Location: Somewhere near Trade star
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Re: Cortex Command RPG (Updated: 01-jan-2011)
Ok Weegee trying that.
EDIT.
Thanks Weegee that solved the problem. [Weegee earns a cookie for helping Sparko]
By the way care to explain why that solved the problem? I'm eager to know.
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Sat Jan 01, 2011 10:52 pm |
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weegee
DRL Developer
Joined: Thu Jun 11, 2009 2:34 pm Posts: 966 Location: Moscow, Russia
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Re: Cortex Command RPG (Updated: 01-jan-2011)
Don't know for sure, this attribute just prevents mods from loading if that was the case.
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Sat Jan 01, 2011 11:00 pm |
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Sparko
Joined: Sun Jan 17, 2010 7:15 am Posts: 43 Location: Somewhere near Trade star
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Re: Cortex Command RPG (Updated: 01-jan-2011)
Well thanks a lot Weegee and this MOD is really good, it has huge amounts of expanding grounds I mean I'm sure that we could obtain more features besides the healing effect if instead of adding lua magic to an attachable, you add the let's say the RPG effects script to any soldier under that team as part of them or something although I don't even know what I'm saying I don't know how to mod stuff less how to code in lua....
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Sat Jan 01, 2011 11:06 pm |
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MIC132
Joined: Wed Feb 06, 2008 9:56 am Posts: 15
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Re: Cortex Command RPG (Updated: 01-jan-2011)
What the hell is "Ready for archiving" atribbute? I have no ide how to "clear" that...
EDIT: Sry, found it. I'll check if it works.
EDIT2: Now it works. Thanks.
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Sat Jan 01, 2011 11:17 pm |
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The-Masses13
Joined: Thu Jan 04, 2007 3:19 am Posts: 426 Location: Melbourne, Victoria, Australia
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Re: Cortex Command RPG (Updated: 01-jan-2011)
Would it be possible for you to please release a version with the cash for kills mechanic intact? That was a feature I really quite liked. Cheers.
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Sun Jan 02, 2011 3:52 am |
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MIC132
Joined: Wed Feb 06, 2008 9:56 am Posts: 15
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Re: Cortex Command RPG (Updated: 01-jan-2011)
I noticed one more bug. When I play with my brother, with two players on same team against AI, we need to buy two brains, and we get one RPG and one normal brain. Then when we play for me everything works normal, and he gains level and hp regen, but when the level-indicating-popup comes up, he only gets "Elite" above his head, without the level symbol so we don't know what level he got.
Except for this the mod is great. Though it would be interesting if you could make this into gamemode (in b24 format), like "RPG Skirmish" in which all actors gain levels, AI also.
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Sun Jan 02, 2011 12:34 pm |
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djhacker90
Joined: Sun Jan 02, 2011 12:57 pm Posts: 1
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Re: Cortex Command RPG (Updated: 01-jan-2011)
MIC132 wrote: What the hell is "Ready for archiving" atribbute? I have no ide how to "clear" that...
EDIT: Sry, found it. I'll check if it works.
EDIT2: Now it works. Thanks. where did you find "Ready for archiving" atribbute?
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Sun Jan 02, 2011 1:02 pm |
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zalo
Joined: Sat Feb 03, 2007 7:11 pm Posts: 1496
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Re: Cortex Command RPG (Updated: 01-jan-2011)
djhacker90 wrote: where did you find "Ready for archiving" atribbute? You'd right-click the folder, hit Properties (bottom of menu), then hit Advanced (bottom of window), and Ready for Archiving will be the first attribute. I'm guessing that Ready for Archiving tells the computer to store the data within the folder in a compressed/archived form until it is opened, but CC can't understand it this way so it interprets it as blank. Also, this mod is really cool Weegee.
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Sun Jan 02, 2011 8:13 pm |
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weegee
DRL Developer
Joined: Thu Jun 11, 2009 2:34 pm Posts: 966 Location: Moscow, Russia
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Re: Cortex Command RPG (Updated: 01-jan-2011)
The-Masses13 wrote: Would it be possible for you to please release a version with the cash for kills mechanic intact? That was a feature I really quite liked. Cheers. Added another RPG brain which also gives some gold for frags. zalo wrote: Also, this mod is really cool Weegee. Thanks, Zalo
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Mon Jan 03, 2011 12:12 am |
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