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Build 27 Loadouts (or how to make metagame compatible mods)
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xenoargh
Joined: Fri Dec 30, 2011 3:33 am Posts: 276
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 Re: Build 27 Loadouts (or how to make metagame compatible mods)
I really hope so; B27 has enough game that I'm interested in finishing what I started to the point where it's releasable instead of just being code experiments  [EDIT]More weirdness. Newest build crashes if Techion folder isn't present. So, er... we're not allowed to get rid of the Vanilla factions, because they're hard-coded instead of operating generically?[/EDIT]
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Wed Jun 20, 2012 12:37 am |
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xenoargh
Joined: Fri Dec 30, 2011 3:33 am Posts: 276
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 Re: Build 27 Loadouts (or how to make metagame compatible mods)
Sorry for the double-post; I have more test findings to report. The newest test-build of B27 (at this time, with a non-loadout version of Techion) allows for Mecha Loadouts to be defined for Ronin, using ACrabs. I haven't tested with Imperatus / Browncoats yet and I haven't tried to make a non-default set of Loadouts for Techion, but this is very exciting; it looks like the bug may be mainly fixed 
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Wed Jun 20, 2012 4:55 am |
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Harzipan
Joined: Fri Aug 12, 2011 9:23 pm Posts: 1416 Location: North-Ish
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 Re: Build 27 Loadouts (or how to make metagame compatible mods)
xenoargh wrote: [EDIT]More weirdness. Newest build crashes if Techion folder isn't present. So, er... we're not allowed to get rid of the Vanilla factions, because they're hard-coded instead of operating generically?[/EDIT] Yeah. Every vanilla faction is required to run the game. There was some mod that made it possible to remove vanilla factions from the shop, but I cannot recall what it was titled.
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Fri Jun 22, 2012 5:56 am |
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Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1966 Location: The Netherlands
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 Re: Build 27 Loadouts (or how to make metagame compatible mods)
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Fri Jun 22, 2012 11:01 am |
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Visage
Joined: Fri Jul 06, 2012 7:20 am Posts: 44
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 Re: Build 27 Loadouts (or how to make metagame compatible mods)
Something that would be good (particularly with mods that have loads of weapons) would be making it possible to have multiple copies of the same loadout, and the AI would choose randomly among them when it wants a particular loadout.
For instance, this would allow you to have two different CQB loadouts for the Space Marines: one with a Melta and the other with a Flamer.
Alternately, you might make it a Lua thing with the lists, defining a list of heavy mains, default mains, light mains, scout mains, diggers, and sidearms. Or it could be ini-centered, and each actor/item would have a "role" variable defined that would allow the AI to know its purpose.
EDIT: spacing and quotation marks
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Mon Aug 13, 2012 4:12 am |
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johiah
Joined: Tue Oct 20, 2015 2:56 am Posts: 62 Location: Under a bridge.
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 Re: Build 27 Loadouts (or how to make metagame compatible mods)
Ok so at someones request I am fixing up the OnLine mod for the metagame. I managed to make then appear as an option and added a few loadouts, but when I tested it out I got all the coalition stuff and a brian with a pistol and a light digger. Here is the two loadouts I have, I might have done something wrong. Code: AddLoadout = Loadout PresetName = Default DeliveryCraft = ACDropShip PresetName = Base.rte/Drop Ship MK1 AddCargoIten = AHuman PresetName = OnLine.rte/Online Stealth Soldier AddCargoItem = HDFirearm PresetName = OnLine.rte/OnLine Knife AddCargoItem = HDFirearm PresetName = OnLine.rte/OnLine Special Rifle AddLoadout = Loadout PresetName = Infantry Brain DeliveryCraft = ACDropShip PresetName = Base.rte/Drop Ship MK1 AddCargoItem = AHuman PresetName = Base.rte/Brain Robot AddCargoItem = HDFirearm PresetName = OnLine.rte/OnLine Assault Rifle Titan AddCargoItem = HDFirearm PresetName = Base.rte/Medium Digger Edit: So I got that working, but now it just crashes on the commencing of a battle. I have scanned the code and cant find any misspells, could someone help me?
Attachments:
File comment: The loadouts for OnLine.rte
Loadouts.ini [3.86 KiB]
Downloaded 136 times
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Mon Dec 07, 2015 1:55 pm |
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