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 Mobility V11 [Quick fix II] 
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Joined: Mon Jan 02, 2012 1:04 am
Posts: 18
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Post Re: Mobility V9
Am i supposed to replace the old lua script or add onto it? if im supposed to add onto it then how do i do it? sorry for the noobish question :)


Mon Jan 02, 2012 1:52 am
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Joined: Tue Nov 17, 2009 7:38 pm
Posts: 909
Location: France
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Post Re: Mobility V9
Just replace the old ScriptPath line in the actor's ini file by the location of the mobility script.

example:
let's say you want to add the mobility script to coalition soldiers:
in
Coalition.rte\Actors\Soldier\Soldier.ini line 1636 wrote:
AddActor = AHuman
PresetName = Soldier Heavy
AddToGroup = Actors
Description = A Coalition trooper upgraded with stronger armor. A bit heavier and a bit less agile than the Light Soldier, but more than makes up for it with its strength.
Mass = 50
GoldValue = 110
Sharpness = 1
HitsMOs = 1
GetsHitByMOs = 1
ScriptPath = Base.rte/Actors/AI/HumanAI.lua

,
ScriptPath = Base.rte/Actors/AI/HumanAI.lua
should be replaced by
ScriptPath = Mobility.rte/Soldier.lua
or
ScriptPath = Mobility.rte/SoldierJet.lua
if you want the jetpack version.


Thu Jan 05, 2012 12:52 am
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Data Realms Elite
Data Realms Elite
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Joined: Tue May 25, 2010 8:27 pm
Posts: 4521
Location: Constant motion
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Post Re: Mobility V9
You can add more than one script onto an actor, so just adding the new line should work too, provided the scripts do not interfere.


Thu Jan 05, 2012 12:56 am
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Joined: Sat Oct 15, 2011 4:19 pm
Posts: 322
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Post Re: Mobility
Asklar wrote:
Image

LAND SHARK!!!!! :lol:
Nice mod man, got it to work for(almost) all actors besides crabs......wait.....if I..... :evil: ....attach this to the default jumper and make it buyable....


Tue Jan 17, 2012 1:54 am
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Joined: Sun Feb 12, 2012 4:43 pm
Posts: 1
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Post Problem
I know you have done a great job doing this mod i just got a problem i cant find which script i am supposed to add so I'm just asking if you could give me some instructions on how to apply this to other actors and the file path of where the script should be


Sun Feb 12, 2012 4:54 pm
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Joined: Sat Oct 15, 2011 4:19 pm
Posts: 322
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Post Re: Mobility V9
@TepidWater

Mehman wrote:
Just replace the old ScriptPath line in the actor's ini file by the location of the mobility script.

example:
let's say you want to add the mobility script to coalition soldiers:
in
Coalition.rte\Actors\Soldier\Soldier.ini line 1636 wrote:
AddActor = AHuman
PresetName = Soldier Heavy
AddToGroup = Actors
Description = A Coalition trooper upgraded with stronger armor. A bit heavier and a bit less agile than the Light Soldier, but more than makes up for it with its strength.
Mass = 50
GoldValue = 110
Sharpness = 1
HitsMOs = 1
GetsHitByMOs = 1
ScriptPath = Base.rte/Actors/AI/HumanAI.lua

,
ScriptPath = Base.rte/Actors/AI/HumanAI.lua
should be replaced by
ScriptPath = Mobility.rte/Soldier.lua
or
ScriptPath = Mobility.rte/SoldierJet.lua
if you want the jetpack version.


Mon Feb 13, 2012 3:27 am
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Joined: Mon Aug 22, 2011 3:12 am
Posts: 102
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Post Re: Mobility V9
This should be added to Vanilla Ronin's to balance them out ^-^


Wed Apr 18, 2012 7:31 pm
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Joined: Sun Aug 28, 2011 1:47 pm
Posts: 105
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Post Re: Mobility V9
That would actually make sense... they are lightly armored, have little spare cash for jetpacks...


Wed Apr 18, 2012 8:01 pm
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Joined: Sun May 08, 2011 2:20 pm
Posts: 40
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Post Re: Mobility V9
Mehman you brilliant son of a ♥♥♥♥♥.
I just dived off a cliff, landed on top of a dropship, rolled across it off the other end, pulled out an rpg and destroyed it.
Then sent all my Coalition soldiers charging across the battlefield (Thanks for the Random map generator) and completely wiped out an entire army of enemies.


Wed Apr 18, 2012 8:13 pm
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Joined: Mon Aug 22, 2011 3:12 am
Posts: 102
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Post Re: Mobility V9
This
URLEFT4DEAD wrote:
Mehman you brilliant son of a ♥♥♥♥♥.
I just dived off a cliff, landed on top of a dropship, rolled across it off the other end, pulled out an rpg and destroyed it.
Then sent all my Coalition soldiers charging across the battlefield (Thanks for the Random map generator) and completely wiped out an entire army of enemies.


Wed Apr 18, 2012 8:17 pm
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Joined: Thu May 05, 2011 1:30 am
Posts: 2876
Location: Rent free in your head. Vacation in your ass.
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Post Re: Mobility V9
Skeggy wrote:
This

Come up with something original to say or don't post anything at all.


Wed Apr 18, 2012 11:41 pm
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Joined: Wed Aug 10, 2011 8:48 pm
Posts: 17
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Post Re: Mobility V9
Really nice mod, movements look perfect and jump attacking is just pure awesome, but sadly whenever one of these actors is spawned, I get a lag spike every 4-5 seconds or so.

Just wondering if this occurs for anyone else?, or if you know anything that might minimize this problem, because it's shame that this mod is so great, but a little lag ruins the feel of the soldiers.

Thanks, great work, keep it up!


Fri Apr 20, 2012 8:07 am
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Joined: Wed May 30, 2012 12:57 pm
Posts: 5
Location: Climbing through your window.
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Post Re: Mobility V9
Oh my god, I have been waiting for a mod like this to be released for a while. I can now make some amazing scenarios, thank you! :)


Wed May 30, 2012 1:02 pm
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Joined: Sun Jun 17, 2012 6:15 pm
Posts: 4
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Post Re: Mobility V9
eh neo i love this mod its epic :D


Sun Jun 17, 2012 6:34 pm
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Joined: Sat Jun 23, 2012 2:03 pm
Posts: 340
Location: At home, drinking some tears (probably mine)
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Post Re: Mobility V9
Since its mostly lua, does this work for b27?


Sun Sep 16, 2012 6:41 pm
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