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Cannot get changes in Remix INI to work in game


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#1 Slenderman135

Slenderman135
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Posted 31 October 2013 - 03:14 AM

Hello!

 

I have been trying for a while to get changes in the INI codes in Remix to work in game and somehow  the changes do not do anything.  I have edited the Conta 8 mod INI files before and they have worked for the most part.  It is just that every change in the code of Remix does not seem to change anything in game.  I don't know what I'm doing wrong or simply you cannot change anything in Remix no matter what.  I would like to fix some of the bugs in the game and make some other major changes for things in the game I don't like.

Tank.INI folder

;------------------------------------------------------------------------------
Object Tank_ChinaInfantryBlackLotus

  ; *** ART Parameters ***
  SelectPortrait         = SNBlkLotus_L
  ButtonImage            = SNBlkLotus
  
  Draw = W3DModelDraw ModuleTag_01

    OkToChangeModelColor = Yes
    
    ; --- idle
    DefaultConditionState
      Model             = NIHERO_SKN
      IdleAnimation     = NIHERO_SKL.NIHERO_STA 0 17
      IdleAnimation     = NIHERO_SKL.NIHero_IDA
      IdleAnimation     = NIHERO_SKL.NIHero_IDB
      AnimationMode     = ONCE
      TransitionKey     = TRANS_Stand
    End

    ConditionState      = REALLYDAMAGED
      IdleAnimation     = NIHERO_SKL.NIHERO_ISTA 0 30
      IdleAnimation     = NIHERO_SKL.NIHero_IIDA
      AnimationMode     = ONCE
      TransitionKey     = TRANS_StandInjured
    End

    TransitionState     = TRANS_Stand TRANS_StandInjured
      Animation         = NIHero_SKL.NIHero_ISTAHIT
      AnimationMode     = ONCE
    End

    ; --- moving
    ConditionState      = MOVING
      Animation         = NIHero_SKL.NIHero_RNA
      AnimationMode     = LOOP
      Flags             = RANDOMSTART
      TransitionKey     = None
      ParticleSysBone   = None InfantryDustTrails
    End
    AliasConditionState = MOVING UNPACKING

    ConditionState      = MOVING REALLYDAMAGED
      Animation         = NIHero_SKL.NIHero_IRNA
      AnimationMode     = LOOP
      Flags             = RANDOMSTART
      TransitionKey     = None
      ParticleSysBone   = None InfantryDustTrails
    End
    AliasConditionState = MOVING UNPACKING REALLYDAMAGED

    ; --- packing states
    ConditionState      = UNPACKING
      ;Preparing to attack (unpacking gear)
      Animation         = NIHero_SKL.NIHero_ATA1
      AnimationMode     = ONCE
    End
    AliasConditionState = UNPACKING FIRING_A

    ConditionState      = FIRING_A
      ;Processing attack (hacking)
      Animation         = NIHero_SKL.NIHero_ATA2
      AnimationMode     = LOOP
      TransitionKey     = TRANS_FiringA
    End

    ConditionState      = PACKING
      ;Completing attack (packing gear)
      Animation         = NIHero_SKL.NIHero_ATA3
      AnimationMode     = ONCE
    End
    AliasConditionState = FIRING_A PACKING 

    TransitionState     = TRANS_FiringA TRANS_FiringAInjured
      Animation         = NIHero_SKL.NIHero_IATAHIT
      AnimationMode     = ONCE
    End

    ; --- injured-packing states
    ConditionState      = UNPACKING REALLYDAMAGED
      ;Preparing to attack (unpacking gear)
      Animation         = NIHero_SKL.NIHero_IATA1
      AnimationMode     = ONCE
    End
    AliasConditionState = UNPACKING FIRING_A REALLYDAMAGED

    ConditionState      = FIRING_A REALLYDAMAGED
      ;Processing attack (hacking)
      Animation         = NIHero_SKL.NIHero_IATA2
      AnimationMode     = LOOP
      TransitionKey     = TRANS_FiringAInjured
    End

    ConditionState      = PACKING REALLYDAMAGED
      ;Completing attack (packing gear)
      Animation         = NIHero_SKL.NIHero_IATA3
      AnimationMode     = ONCE
    End
    AliasConditionState = FIRING_A PACKING REALLYDAMAGED

    ; --- normal-dying states
    ConditionState      = DYING
      Animation         = NIHero_SKL.NIHero_DTA
      Animation         = NIHero_SKL.NIHero_DTB
      AnimationMode     = ONCE
      TransitionKey     = TRANS_Dying
    End

    TransitionState     = TRANS_Dying TRANS_Flailing
      Animation         = NIHero_SKL.NIHero_ADTF1
      AnimationMode     = ONCE
    End

    ConditionState      = DYING EXPLODED_FLAILING
      Animation         = NIHero_SKL.NIHero_ADTF2
      AnimationMode     = LOOP
      TransitionKey     = TRANS_Flailing
    End

    ConditionState      = DYING EXPLODED_BOUNCING
      Animation         = NIHero_SKL.NIHero_ADTF3
      AnimationMode     = ONCE
      TransitionKey     = None
    End

    ; --- cheering states
    ConditionState      = SPECIAL_CHEERING
      Animation         = NIHERO_SKL.NIHERO_CHA
      AnimationMode     = ONCE
    End

    ConditionState      = SPECIAL_CHEERING REALLYDAMAGED
      Animation         = NIHERO_SKL.NIHERO_ICHA
      AnimationMode     = ONCE
    End

    ; --- falling states
    ConditionState      = FREEFALL
      Animation         = NIHero_SKL.NIHero_PFL
      AnimationMode     = LOOP
      TransitionKey     = TRANS_Falling
    End
    AliasConditionState = FREEFALL REALLYDAMAGED
    AliasConditionState = FREEFALL DYING

    ConditionState      = PARACHUTING
      Animation         = NIHero_SKL.NIHero_PHG
      AnimationMode     = LOOP
      TransitionKey     = TRANS_Chute
    End
    AliasConditionState = PARACHUTING REALLYDAMAGED
    AliasConditionState = PARACHUTING DYING

    TransitionState     = TRANS_Falling TRANS_Chute
      Animation         = NIHero_SKL.NIHero_POP
      AnimationMode     = ONCE
      Flags             = PRISTINE_BONE_POS_IN_FINAL_FRAME  ; our bone positions should come from the last frame, rather than the first
    End

    TransitionState     = TRANS_Chute TRANS_Stand
      Animation         = NIHero_SKL.NIHero_PTD
      AnimationMode     = ONCE
    End

    TransitionState     = TRANS_Chute TRANS_StandInjured
      Animation         = NIHero_SKL.NIHero_PTD
      AnimationMode     = ONCE
    End

  End

  ; ***DESIGN parameters ***
  DisplayName         = OBJECT:BlackLotus
  Side                = ChinaTankGeneral
  EditorSorting       = INFANTRY
  TransportSlotCount  = 1
  WeaponSet
    Conditions        = None 
    Weapon            = PRIMARY None
  End
  ArmorSet
    Conditions      = None
    Armor           = HumanArmor
    DamageFX        = InfantryDamageFX
  End
  VisionRange         = 300
  ShroudClearingRange = 300
  Prerequisites
    Object = Tank_ChinaBarracks
    Object = Tank_ChinaPropagandaCenter
    Science = SCIENCE_TANK     ;(Deleted this line) 
   End
  BuildCost             = 1500
  BuildTime             = 20.0
  CommandSet            = Tank_ChinaInfantryBlackLotusCommandSet
  ; (Deleted max limit for Black Lotus)
  ExperienceValue       = 49 71 104 149
  ExperienceRequired    = 0 100 200 400
  IsTrainable           = Yes
  CrushableLevel        = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet            = Tank_ChinaInfantryBlackLotusCommandSet

Continued.......

Science.INI Folder
;; -------------------------------------
;; Sciences
;; -------------------------------------
Science SCIENCE_ParticleTech
  PrerequisiteSciences = None
  SciencePurchasePointCost = 1
  IsGrantable = Yes
End

Science SCIENCE_MicrowaveTech
  PrerequisiteSciences = None
  SciencePurchasePointCost = 1
  IsGrantable = Yes
End

Science SCIENCE_ShieldTech
  PrerequisiteSciences = None
  SciencePurchasePointCost = 1
  IsGrantable = Yes
End

Science SCIENCE_MicroTree
  PrerequisiteSciences = None
  SciencePurchasePointCost = 1; note that this means "not purchasable", NOT "free"!
  IsGrantable = Yes
End

Science SCIENCE_MacroTree
  PrerequisiteSciences = None
  SciencePurchasePointCost = 1; note that this means "not purchasable", NOT "free"!
  IsGrantable = Yes

(All of these sciences from INTRINSIC (Base level) Sciences where all moved to the SCIENCES section in the SCIENCES.ini folder)

I have even tried just deleting code in the Remix ini and launched the game and it did not crash at all.  I'm getting very frustrated :angry: that nothing is working.  Can someone please tell me what I should do to get these changes to actually work? That would be great. By the way, I have tried using both final big and notepad to edit these codes.

 

 

 






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