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move for no one


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#1 Guest_aragorn239_*

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Posted 03 November 2006 - 01:08 AM

i edited how many units lairs contained but when tested it an error came up and it said "movefornoone" in evil faction units ini. I checked it out and experimented but nothing works. wassup with that

#2 Pixel

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Posted 03 November 2006 - 01:13 AM

To change how many units there are at a lair you need to find this: (Example: WargLair)
Behavior = SpawnBehavior ModuleTag_Spawn
SpawnNumber = 2
InitialBurst = 2
SpawnTemplateName = NeutralWarg
SpawnReplaceDelay = 45000
End

Simply edit the number 2s to how many you want.

#3 Guest_Guest_*

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Posted 03 November 2006 - 01:18 AM

that is exactly what did. But when i launch the game the move for no one error comes up

Behavior = AIUpdateInterface ModuleTag_02
; AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
; MoodAttackCheckRate = 2500
MoveForNoOne = Yes
AILuaEventsList = MordorGrondFunctions

it is in evil faction units ini. I changed move for no one to No but the same error came up

#4 Pixel

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Posted 03 November 2006 - 01:24 AM

You edited a lair.... So i dont see why you are getting this error as its in evilunits you say... When your edit is in neutral stuff.... Hmm... remove the line MoveForNoOne = Yes

#5 Radspakr Wolfbane

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Posted 03 November 2006 - 11:46 AM

was the lair the only thing you edited?
another idea is to copy evilfactions.ini and paste it into notepad then use goto (to the line where the problem occurs)fix it then paste it back or look for that line in evilfactions.ini

Edited by erkenbrand the cut, 03 November 2006 - 11:48 AM.

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#6 Hebblewhite

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Posted 03 November 2006 - 11:54 AM

I've seen this error when copying and using modified files to a different PC. I'm pretty sure it happens when one of the files becomes corrupted (it can also appear if your computer crashes whilst coding with finalbig).

I've never gone anywhere near the mentioned code with that error, and still it appears...

I fix it by going back to an earlier version of my modified files. I know that's a lame solution... but it's the only thing that has worked for me so far.
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#7 derumdieeckeguck

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Posted 04 November 2006 - 10:07 AM

I really hate this kind of errors...A loooong time ago,I made the Mouth of Sauron,and gave him the "Lightning Sword" ability,without changing anything in the abilitys behavior.And which error came up? Game.dat....Then I used an earlier version of my file,and it still didn´t work.And I think the game.dat very often corrupts the asset.dat,since I got a asset.dat error.Urg.^^

#8 Bart

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Posted 05 November 2006 - 01:32 AM

never ever use finalbig to edit your files. it's an extracting/compressing/viewing tool, and that's it's only use
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#9 Radspakr Wolfbane

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Posted 06 November 2006 - 02:21 AM

I use FinalBig all the time i've never had trouble with it in fact it's the best way to edit because you can skip stright to a section without using search.I never got why people don't use it.

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#10 Bart

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Posted 08 November 2006 - 09:46 PM

1. the editor sucks
2. working with a .big file while developing is tedious, it's easier to make your mod in a directory (easier file management)
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#11 zimoo

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Posted 10 November 2006 - 09:52 AM

FinalBig sucks as an editor IMO. I start typing code in one place, and it randomly appears in a completely different area. Notepad++ + ColorINI are so much easier it's unbelievable.
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#12 Pixel

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Posted 10 November 2006 - 02:34 PM

I use notepad++ and colourini aswell.... The only thing is use finalbig for is extracting and editing tiny things like... Yes to No.




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