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 They hunger/FD's Guns 
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Joined: Sun Feb 19, 2012 10:34 pm
Posts: 5
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Post Re: They hunger/FD's Guns [B26]
I'm getting nothing but crashes with the b26 version, anything specific you need/to do?


Sun Mar 11, 2012 1:36 am
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Joined: Mon Jan 16, 2012 10:37 pm
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Location: U.S.A.
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Post Re: They hunger/FD's Guns [B26]
I can't seem to get this to work. It keeps saying something is wrong with ronin bazooka, i'm using windows 7, not mac.


Sun Mar 11, 2012 2:30 am
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Joined: Sun Sep 11, 2011 11:48 pm
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Post Re: They hunger/FD's Guns [B26]
Leogg wrote:
I can't seem to get this to work. It keeps saying something is wrong with ronin bazooka, i'm using windows 7, not mac.


for me, it says that something is wrong w/ magazineAK47 and i tried every thing but it doesnt work either that of im blind

EDIT: OKayyy i finally fixed every thing and all the win 7 users just copy n paste the sounds in the weapons folder (i dont know bout mac cuz i only have a lap top) and for or ak-SU just go to index and put 2 slashes ex. // blahlah/blah/blah/aksu instead of blah/ blah/ blah akSU


Sun Mar 11, 2012 2:39 am
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Joined: Mon Jan 16, 2012 10:37 pm
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Post Re: They hunger/FD's Guns [B26]
What the Error Screen says exactly is:

Abortion in file .\System\ContentFile.cpp, line 472, because: Failed to load datafile object with following path and name: Ronin.rte/Devices/Weapons/BazookaFire.wav The last frame has been dumped to 'abortscreen.bmp'


Sun Mar 11, 2012 2:57 am
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Joined: Sat Nov 27, 2010 1:02 am
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Post Re: They hunger/FD's Guns [B26]
Copy BazookaFire.wav from Ronin.rte/Effects/sounds to Ronin.rte/Devices/Weapons.


Sun Mar 11, 2012 4:56 am
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Joined: Sun Sep 11, 2011 11:48 pm
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Post Re: They hunger/FD's Guns [B26]
um... how exactly do u hijack craft w/elite?


Sun Mar 11, 2012 6:24 am
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Joined: Sat Nov 27, 2010 1:02 am
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Post Re: They hunger/FD's Guns [B26]
The Zombiebots are not resurrecting, is this happening for anybody else?


Sun Mar 11, 2012 7:03 am
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Joined: Tue Apr 07, 2009 8:24 am
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Location: Australia
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Post Re: They hunger/FD's Guns [B26]
Leogg wrote:
What the Error Screen says exactly is:

Abortion in file .\System\ContentFile.cpp, line 472, because: Failed to load datafile object with following path and name: Ronin.rte/Devices/Weapons/BazookaFire.wav The last frame has been dumped to 'abortscreen.bmp'

I made a patch to fix that, just extract it like you did with the mod.
Attachment:
File comment: Patch
ZombBot Patch.rar [4.54 KiB]
Downloaded 303 times


Sun Mar 11, 2012 11:32 am
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Joined: Tue Dec 12, 2006 3:10 pm
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Location: Uncertain quantum state
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Post Re: They hunger/FD's Guns [B26]
Jeez, sorry. I have been patching my old CC folder, so any file change breaks don't show up on my end.
Fixed version uploaded.


Hijacking craft with the elite: press the fire key when aiming at and near a sufficiently high-health craft.


Sun Mar 11, 2012 2:07 pm
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Joined: Fri Jan 27, 2012 12:29 am
Posts: 12
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Post Re: They hunger/FD's Guns [B26]
I've been excited to try this mod since b26, so naturally I was psyched when it updated. I've been testing it out so far and from what I've seen its truly amazing! There are a couple of mechanics I still don't understand or might not work, however.

1.The rez system
-It seems like the grunts try to reassemble for a few seconds and then the gibs disappear.
2. The drone metal system
-I'm not sure if/how this one works, I've recovered tons of metal to no avail.
3. The skirmish/AI
-The skirmish seems a little buggy, as the spawn rates seem really low and the AI doesn't seem very aggressive.

I was wondering if I was the only one having these problems. Anyway, keep up the good work and thanks for the update!


Mon Mar 12, 2012 6:43 am
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Joined: Tue Dec 12, 2006 3:10 pm
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Location: Uncertain quantum state
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Post Re: They hunger/FD's Guns [B26]
So the grunts don't manage to respawn properly or what? I haven't encountered this.

If your drone is creating smoke it has a chance to spawn grunt heads upon death. If there's fire, it promotes to an elite.
I might add an suicide option in the pie menu for this. Hell, maybe creating weapons and actual explosion for charge cost.

I toned the spawn rates down a good bit. Up the difficulty, I guess, or manually tweak it in Skirmish Activities.ini
They're running on the default human AI at the moment, and it isn't too good with fast-moving melee actors.


Mon Mar 12, 2012 2:04 pm
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Joined: Fri Jan 27, 2012 12:29 am
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Post Re: They hunger/FD's Guns [B26]
Basically whenever I kill a grunt its gibs rustle for several seconds then disappear. I'm running a fresh install of CC for this mod, by the way.


Mon Mar 12, 2012 6:04 pm
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Joined: Sun May 08, 2011 2:20 pm
Posts: 40
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Post Re: They hunger/FD's Guns [B26]
You are a very very horrible person Findude.

I made a base and filled it with strategic points in which my soldiers would have a advantage over the enemy.

My soldiers were the General Industries soldiers.

I toned it up to hard before playing, BIG MISTAKE.

I died with in 5 minutes, the constant flurry of zombiebots eventually overwhelmed my Mercenaries guarding my gate, they destroyed the gate and headed down into the main hall, with a Juggernaut at the end.
5 grunts ran down the hall, my Juggernaut was doing a good job but they would not stay down and soon after a claw managed to destroy my juggernauts gun and he was soon ripped to pieces by the grunts. On the surface a drone was walking past all the guns and was collecting all of them, he started to smoke and shake and went down into the main hall.
There are 2 doors in the main hall, the left lead to a barracks with a 2 mercenaries and a Breacher the other leads to another hall where my brain is kept.
The 5 grunts were slowly cut down by my roof turrets and their bodies were shot to pieces, making them useless.
But my turret somehow broke, I haven o idea how but it did and the drone was free to roam around, it approached the left door and started to try to break it down.
It eventually did and my Breacher blew it away with the Breaching shotgun, but it released 3 grunt heads into the room.
One landed directly under a mercenary, when it came back together it flung my mercenary up and smashed his head into the ceiling.
Another landed on the back wall, it rebuilt it self and jumped towards my other mercenary, he had no chance. It decapitated him with in a second.
And the other landed just before my breacher, he was surrounded and you can guess what happened to him.
After slaughtering my soldiers they then headed to my Brain chamber where my HECU Captain stood proud.
Smash, the door was broke in 30 seconds, my Captain opened fire, took down one grunt but it got back up.
Shot another down. Got back up.
Again and again.
♥♥♥♥...
They were face to face when my Captain pulled out a grenade, pulled the pin and dropped it. The Grunts tore the living hell out of Captain.
And the most amusing part was, when the words "YOU LOSE" came on my screen the grenade went off killing the grunts.
No one was left alive that Skirmish...


Mon Mar 12, 2012 7:10 pm
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Joined: Sun Jan 28, 2007 10:32 pm
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Location: UK
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Post Re: They hunger/FD's Guns [B26]
findude wrote:
Hint on beating them: You don't.


Can't say you weren't warned.


Mon Mar 12, 2012 9:56 pm
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Joined: Thu Jul 08, 2010 10:24 pm
Posts: 185
Location: Big Applesauce
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Post Re: They hunger/FD's Guns [B26]
Weird, my zombots seem to not like getting back up after I shoot them, even with a piddly Base.rte SMG.


Mon Mar 12, 2012 10:25 pm
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