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LtdColumbo
Member Since 10 Jan 2007Offline Last Active May 23 2007 02:18 PM
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- Age 41 years old
- Birthday June 13, 1983
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Topics I've Started
AARRGH - Swap Textures in INI file - SOLVED
17 January 2007 - 12:15 PM
EDIT: removed the "Oath Breakers on Horse" horde code. if you want to have a look PM me.
childobject in fortess.ini
12 January 2007 - 01:42 PM
Hey, i 've posted this question in an another topic but noone seemed to look at it anymore, so here we go again..
I'm trying to add a childobject with a new commandset for angmarfortress.ini. the aim ist adding a new faction that would use this childobject to have their "own" fortress.
this is all i need to add to the childobject right?
how do i "tell" the game to use this RuneFortressCommandSet when i play as this new runefaction?
it doesn't work by adding Startingbuilding = AngmarFortress or Angmarfortress_Rune to playertemplate.ini
If i start a skirmish i get only 2 porters but no fortress so it ends after a few seconds (defeated)
Solinx: Changed red color tags into code tags, the T3A forum skin is red too
And I think I just answered your question in the other topic, or at least bumped it back up
I'm trying to add a childobject with a new commandset for angmarfortress.ini. the aim ist adding a new faction that would use this childobject to have their "own" fortress.
//Rune Fortress ChildObject Angmarfortess_Rune AngmarFortress CommandSet = RuneFortressCommandSet Behavior = CastleBehavior ModuleTag_castle CastleToUnpackForFaction = Rune Fortress_Angmar End End
this is all i need to add to the childobject right?
how do i "tell" the game to use this RuneFortressCommandSet when i play as this new runefaction?
it doesn't work by adding Startingbuilding = AngmarFortress or Angmarfortress_Rune to playertemplate.ini
If i start a skirmish i get only 2 porters but no fortress so it ends after a few seconds (defeated)
Solinx: Changed red color tags into code tags, the T3A forum skin is red too
And I think I just answered your question in the other topic, or at least bumped it back up
Adding a New Faction
10 January 2007 - 05:46 PM
Hey there
I have problems modding again.
I added a new side to the game. I basicly copied the codes from angmar to start with. playertemplate.ini, commandsets for the castle and the porter, sience.ini, victorysystem.ini all edited and myfaction_fortress.ini and myfaction_porter.ini added
I aslo took the angmar_castle.bse, replaced the objects and saved it as myfaction_castle.bse ( there was no AREA like in BFME1 so i left that out..(?)..)
then changed the unpackfor_myfaction in myfaction_fortress.ini . however, when i try to add the unpackfor_myfaction -line in civilianbuildings.ini the game crashes on startup:
Unkown field "castletounpackforfaction"
error parsing in block object
when i leave then lines in civilianbuildings.ini away, it "crashes" ingame, 10 seconds after the fight began saying "defeated"
do you have an idea what i forgot or did wrong?
thanx
I have problems modding again.
I added a new side to the game. I basicly copied the codes from angmar to start with. playertemplate.ini, commandsets for the castle and the porter, sience.ini, victorysystem.ini all edited and myfaction_fortress.ini and myfaction_porter.ini added
I aslo took the angmar_castle.bse, replaced the objects and saved it as myfaction_castle.bse ( there was no AREA like in BFME1 so i left that out..(?)..)
then changed the unpackfor_myfaction in myfaction_fortress.ini . however, when i try to add the unpackfor_myfaction -line in civilianbuildings.ini the game crashes on startup:
Unkown field "castletounpackforfaction"
error parsing in block object
when i leave then lines in civilianbuildings.ini away, it "crashes" ingame, 10 seconds after the fight began saying "defeated"
do you have an idea what i forgot or did wrong?
thanx
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