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eyneill
Joined: Mon Jan 02, 2012 1:04 am Posts: 18
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 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 
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Mon Jan 02, 2012 1:52 am |
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Mehman
Joined: Tue Nov 17, 2009 7:38 pm Posts: 909 Location: France
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 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.
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Thu Jan 05, 2012 12:52 am |
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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: 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.
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Thu Jan 05, 2012 12:56 am |
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Galacticruler
Joined: Sat Oct 15, 2011 4:19 pm Posts: 322
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 Re: Mobility
LAND SHARK!!!!! Nice mod man, got it to work for(almost) all actors besides crabs......wait.....if I.....  ....attach this to the default jumper and make it buyable....
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Tue Jan 17, 2012 1:54 am |
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TepidWater
Joined: Sun Feb 12, 2012 4:43 pm Posts: 1
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 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
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Sun Feb 12, 2012 4:54 pm |
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Galacticruler
Joined: Sat Oct 15, 2011 4:19 pm Posts: 322
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 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.
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Mon Feb 13, 2012 3:27 am |
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Skeggy
Joined: Mon Aug 22, 2011 3:12 am Posts: 102
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 Re: Mobility V9
This should be added to Vanilla Ronin's to balance them out ^-^
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Wed Apr 18, 2012 7:31 pm |
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scrdest
Joined: Sun Aug 28, 2011 1:47 pm Posts: 105
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 Re: Mobility V9
That would actually make sense... they are lightly armored, have little spare cash for jetpacks...
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Wed Apr 18, 2012 8:01 pm |
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URLEFT4DEAD
Joined: Sun May 08, 2011 2:20 pm Posts: 40
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 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.
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Wed Apr 18, 2012 8:13 pm |
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Skeggy
Joined: Mon Aug 22, 2011 3:12 am Posts: 102
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 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.
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Wed Apr 18, 2012 8:17 pm |
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Mackerel
Joined: Thu May 05, 2011 1:30 am Posts: 2876 Location: Rent free in your head. Vacation in your ass.
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 Re: Mobility V9
Come up with something original to say or don't post anything at all.
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Wed Apr 18, 2012 11:41 pm |
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Hawk247
Joined: Wed Aug 10, 2011 8:48 pm Posts: 17
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 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!
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Fri Apr 20, 2012 8:07 am |
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walty005
Joined: Wed May 30, 2012 12:57 pm Posts: 5 Location: Climbing through your window.
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 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! 
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Wed May 30, 2012 1:02 pm |
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Alex the killer
Joined: Sun Jun 17, 2012 6:15 pm Posts: 4
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 Re: Mobility V9
eh neo i love this mod its epic 
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Sun Jun 17, 2012 6:34 pm |
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AndyChanglee
Joined: Sat Jun 23, 2012 2:03 pm Posts: 340 Location: At home, drinking some tears (probably mine)
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 Re: Mobility V9
Since its mostly lua, does this work for b27?
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Sun Sep 16, 2012 6:41 pm |
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