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Tokochiro
Joined: Mon Jun 28, 2010 3:54 am Posts: 806
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Re: Mission: [Coalition] Tartarus (Updated: 20-jan-2010)
Boop,Boop. Images aren't working
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Thu Feb 24, 2011 11:58 pm |
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Natti
Data Realms Elite
Joined: Fri Jul 03, 2009 11:05 am Posts: 3878
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Re: Mission: [Coalition] Tartarus (Updated: 20-jan-2010)
They do for me.
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Fri Feb 25, 2011 12:23 am |
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ronson
Joined: Sun Mar 13, 2011 12:40 am Posts: 11
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Re: Mission: [Coalition] Tartarus (Updated: 20-jan-2010)
Thanks for this! done
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Sun Apr 03, 2011 5:59 pm |
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Jacob/Lee
Joined: Sat Mar 20, 2010 9:25 pm Posts: 51
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Re: Mission: [Coalition] Tartarus (Updated: 20-jan-2010)
Gave up while pushing my way towards the last 8 generaters. Apparently, Coalition soldier boots are quite heavy and they dug out a nice little cave where the first flight of stairs are so none of them ever got up there unless I controlled them.
Goddamn stupid AI.
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Wed Apr 20, 2011 2:37 am |
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wooden
Joined: Sun Dec 19, 2010 10:53 pm Posts: 423 Location: UPLAND DRUUD
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Re: Mission: [Coalition] Tartarus (Updated: 20-jan-2010)
umm does anyone have b24 mac bear federation or b24 mac AAL or are they included in the bundle of mods ?
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Thu Apr 28, 2011 7:50 pm |
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Mormota
Joined: Sun May 15, 2011 3:03 pm Posts: 5
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Re: Mission: [Coalition] Tartarus (Updated: 30-apr-2010)
How is it possible to play as the defenders?
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Sun May 15, 2011 6:33 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: Mission: [Coalition] Tartarus (Updated: 30-apr-2010)
Not possible at all
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Sun May 15, 2011 6:37 pm |
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Mormota
Joined: Sun May 15, 2011 3:03 pm Posts: 5
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Re: Mission: [Coalition] Tartarus (Updated: 30-apr-2010)
There is a line in the code: Code: self.AttackFaction = CF_PlayerFaction; self.DefendFaction = CF_CPUFaction; Doesn't changing this do anything?
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Mon May 16, 2011 2:34 pm |
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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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Re: Mission: [Coalition] Tartarus (Updated: 30-apr-2010)
Yes it does, but there is a whole ton of other things you'd have to change as well, far too many than would be sensible.
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Mon May 16, 2011 5:26 pm |
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Kocopuf
Joined: Wed May 18, 2011 11:43 pm Posts: 4
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Re: Mission: [Coalition] Tartarus (Updated: 30-apr-2010)
Is it possible to make the behemoth buyable? I tried tinkering around with it but to no avail. (in fact I broke CC). Please if you can find out how to make the behemoth and part of dummy.rte please post download. As well could someone post the download for a dummy.rte that is not broken?
Thank you, Kocopuf
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Thu May 19, 2011 2:38 am |
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Asatruer
Joined: Thu May 28, 2009 3:59 pm Posts: 209
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Re: Mission: [Coalition] Tartarus (Updated: 30-apr-2010)
The Behemoth can be found here
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Thu May 19, 2011 3:14 pm |
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Roaven
Joined: Sat May 21, 2011 6:17 pm Posts: 4
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Re: Mission: [Coalition] Tartarus (Updated: 30-apr-2010)
I assume this is my fault, but I'm getting the following error message
Abortion in file ./system/Reader.cpp, line 534 because:
Referring to an instance('Base.rte/Passive Generator') to copy from that hasn't been defined! in CyborgZombies.rte/Scenes/base.ini at line 339!
The last frame has been dumped to 'abortscreen.bmp'
And then cortex command stops working. How do I fix this?
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Sat May 21, 2011 6:21 pm |
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Kocopuf
Joined: Wed May 18, 2011 11:43 pm Posts: 4
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Re: Mission: [Coalition] Tartarus (Updated: 30-apr-2010)
Need help with creating a faction. Okay so I am trying to make a faction for the Old West mod ( viewtopic.php?f=61&t=23369 ) And Have gotten the basics of it down and it now works. However all of the characters in the module start with their own guns which are actually better versions of the guns that you can buy. My dilemma is that I am not sure which case of action I should take in order to stop them from receiving the same versions of guns that they already have. For instance i don't want my Blaster to have his super coach gun but then also get stuck with another coach gun which just sucks. EDIT: Actually I was wrong because the characters all have pre set items so they disregard random items altogether [center]What I have so far. By the way this current faction works and I can use it is just not satisfactory to me in some ways. Code: local factionid = "Old West"; print ("Loading "..factionid)
CF_Factions[#CF_Factions + 1] = factionid CF_FactionNames[factionid] = "Old West" CF_InfantryModules[factionid] = "Oldwest.rte"
CF_LightWeaponSets[factionid] = {"Peacemaker", "Walker Colt" , "Navy" , "Army" } CF_HeavyWeaponSets[factionid] = {"Winchester", "HogRifle" , "Bow" , "Coach"} CF_ExplosiveSets[factionid] = {"Spear" , "Tomahawk", "TNT" , "TNTCharge"}; CF_ActorSets[factionid] = {"Deputy" , "Sharpshooter" , "Gunslinger" , "Blaster"}; CF_Probabilities[factionid] = {0.35 , 0.30 , 0.30 , 0.15};
CF_ArmorCrabs[factionid] = nil CF_ArmorHumans[factionid] = nil
print ("Load complete "..factionid) Thank you in advance, Kocopuf
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Wed May 25, 2011 2:47 am |
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Asatruer
Joined: Thu May 28, 2009 3:59 pm Posts: 209
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Re: Mission: [Coalition] Tartarus (Updated: 30-apr-2010)
You can just remove all the entries from the weapon and explosive sets that you do not want added to actors. That way each actor will only spawn with the gear dictated in your mod and not assigned by the Tartarus script when generated in the mission.
Also note that non-buyable weapons can be added to the lists in addition, or in the place of the buyable ones. You could then strip the weapons from your actors and make them unbuyable in your ini files, then create CopyOf versions of them that are buyable and equiped. If you need more specifics on how to do that, you should probably take it back to your mod's thread is it would be rather off-topic here. Then once done with that just have your faction lua for Tartarus filled with the more powerful pre-equiped versions of the weapons rather than the buyable weaker ones and the base non-equiped versions of the actors rather than the equiped ones.
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Wed May 25, 2011 5:24 am |
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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: Mission: [Coalition] Tartarus (Updated: 30-may-2011)
So I've suddenly installed MacOS X on VmWare and was able to fix MacOS-specific errors. Download your version and report errors, apple-lovers
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Sun May 29, 2011 9:16 pm |
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