Author |
Message |
carriontrooper
Joined: Mon Apr 13, 2009 12:27 pm Posts: 813 Location: Yogyakarta, Indonesia. A slice o' paradise.
|
Re: Mission: [Coalition] Tartarus (Updated: 20-jan-2010)
Ya know, the initial bunker busting blasts sometimes leave a thin wall of terrain still standing. Either double the blasts or make a temporary (very temporary) MOSRot the size of the breach to fix this, please?
|
Mon Jan 24, 2011 8:45 am |
|
|
Asatruer
Joined: Thu May 28, 2009 3:59 pm Posts: 209
|
Re: Mission: [Coalition] Tartarus (Updated: 20-jan-2010)
I have not seen that particular problem since the update on the 16th, before then I would just edit the lua to prevent that strip getting left behind. I do think speeding up the process would be a nice change.
|
Mon Jan 24, 2011 9:41 am |
|
|
Double57
Joined: Sat Sep 18, 2010 4:25 pm Posts: 8
|
Re: Mission: [Coalition] Tartarus (Updated: 20-jan-2010)
Hi! I can't change/add a new faction, however, I have the Tartarus pack and all mods, please help???
|
Tue Jan 25, 2011 1:26 pm |
|
|
Asatruer
Joined: Thu May 28, 2009 3:59 pm Posts: 209
|
Re: Mission: [Coalition] Tartarus (Updated: 20-jan-2010)
From the op weegee on the first page wrote: - You can use * to quickly enable\disable factions in Faction.cfg. Just put it before faction file. Which means, open your Factions.cfg file in the Factions subdirectory of the Tartarus.rte and remove the * from in front of the Factions you want to enable, and add the * to the factions you want to disable. If you do not have the actual module for the faction you want to enable this will not work. Now if you are talking about making a new faction lua file, the first page also explains how to do that, just make sure you also add it to the Factions.cfg
|
Tue Jan 25, 2011 5:01 pm |
|
|
ludsoe
Joined: Tue Jan 18, 2011 7:50 am Posts: 170 Location: 2 Miles underground on some planet in a vault.
|
Re: Mission: [Coalition] Tartarus (Updated: 20-jan-2010)
Crash's my game when a HUGE explosions take place. Other then that perfect scene, the boss is a little hard though but that's what makes it great. Also can somebody use my GFC armory guns in one of the races? Id like everybody to enjoy my guns on this without me posting something stolen.
|
Wed Jan 26, 2011 10:00 am |
|
|
carriontrooper
Joined: Mon Apr 13, 2009 12:27 pm Posts: 813 Location: Yogyakarta, Indonesia. A slice o' paradise.
|
Re: Mission: [Coalition] Tartarus (Updated: 20-jan-2010)
Sorry, ludsoe, but the way Tartarus' scripts are coded, you can't have multiple .rtes in a faction.
Although vanilla actors may be a different case. Copy the Coalition.lua, and change the .rte and the guns to your .rte, should work. Try it.
|
Wed Jan 26, 2011 3:21 pm |
|
|
ludsoe
Joined: Tue Jan 18, 2011 7:50 am Posts: 170 Location: 2 Miles underground on some planet in a vault.
|
Re: Mission: [Coalition] Tartarus (Updated: 20-jan-2010)
Is it ok if all the mods I run for this freeze my game when I try to exit it? Also i un*ed all the races are there any races that are not included in the mega pack cause my game crashes after a while during this mission, Ive tested it on other missions and they wont crash like in this scene. I think its something to do with the lua not finding a weapon or actor, any help? I wouldn't be asking if it gave me a error cause Id just fix it myself but I have absolutely no idea whats wrong.
|
Wed Jan 26, 2011 5:21 pm |
|
|
Asatruer
Joined: Thu May 28, 2009 3:59 pm Posts: 209
|
Re: Mission: [Coalition] Tartarus (Updated: 20-jan-2010)
Having never downloaded the big pack of modules, I cannot say for certain, but as I recall Faction.cfg by default includes and entry for chromatech.lua that is also provided by default, but I have not found any sign of ChromaTech on these boards. In general, it is really easy to tell if you are missing any of the faction modules, even without launching CC. Each of the faction lua files tells you on line 6 the rte name for that faction. If the rte is not in your CC directory, you should put the * back in front of it in the Factions.cfg
|
Wed Jan 26, 2011 6:42 pm |
|
|
weegee
DRL Developer
Joined: Thu Jun 11, 2009 2:34 pm Posts: 966 Location: Moscow, Russia
|
Re: Mission: [Coalition] Tartarus (Updated: 20-jan-2010)
Combines from HL2 can crash the game sometimes (known bug AFAIK), I usually disable them.
|
Wed Jan 26, 2011 8:11 pm |
|
|
David Rodrigov
Joined: Mon Jan 25, 2010 11:35 pm Posts: 675
|
Re: Mission: [Coalition] Tartarus (Updated: 20-jan-2010)
But Combines are awesome!
|
Wed Jan 26, 2011 8:12 pm |
|
|
weegee
DRL Developer
Joined: Thu Jun 11, 2009 2:34 pm Posts: 966 Location: Moscow, Russia
|
Re: Mission: [Coalition] Tartarus (Updated: 20-jan-2010)
Yep, you have to decide, short+awesome vs long+boring =)
|
Wed Jan 26, 2011 8:13 pm |
|
|
David Rodrigov
Joined: Mon Jan 25, 2010 11:35 pm Posts: 675
|
Re: Mission: [Coalition] Tartarus (Updated: 20-jan-2010)
Or long-awesome with BF :D.
|
Wed Jan 26, 2011 8:16 pm |
|
|
ludsoe
Joined: Tue Jan 18, 2011 7:50 am Posts: 170 Location: 2 Miles underground on some planet in a vault.
|
Re: Mission: [Coalition] Tartarus (Updated: 20-jan-2010)
Ok I guess I can lose the combine.
|
Thu Jan 27, 2011 5:46 am |
|
|
piecewise
Joined: Thu Oct 14, 2010 4:25 pm Posts: 47
|
Re: Mission: [Coalition] Tartarus (Updated: 20-jan-2010)
The combine are kinda unstable to begin with. 2 out of 3 of their unique abilities will usually crash the game.
|
Thu Jan 27, 2011 11:42 pm |
|
|
ludsoe
Joined: Tue Jan 18, 2011 7:50 am Posts: 170 Location: 2 Miles underground on some planet in a vault.
|
Re: Mission: [Coalition] Tartarus (Updated: 20-jan-2010)
piecewise wrote: The combine are kinda unstable to begin with. 2 out of 3 of their unique abilities will usually crash the game. I think its the grenades. I never got them to work. Oh and Weegee i finally beat the scene. Although i did cheat by picking up a super heavy weapon from a dead unit. Its a great scene, can you make another like this?
|
Fri Jan 28, 2011 12:34 am |
|
|
|