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 Extended Activities 
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 Extended Activities
Standard activites but with faction support like in Tartarus or Blockwars, select Extended Skirimish Defense, Extended One-Man Army, Extended Massacre or Extended Survival to play.

- Incoming troops randomly selected from all enabled factions, just edit \Factions\Factions.cfg. Asterisk disables faction. Don't forget to install faction mods.
Updated: Oct 8, 2011
- Orkz!
- Cyberdyne Systems and Galactic Empire!
- Necrons!

Updated: Oct 1, 2011
- Shadow Echelon is here!

Updated: Sep 30, 2011
- More factions! UniTec, Theatre of Dead. All in a small separate archive :) I think I'll put new factions here, too lazy to update all three mods.

Updated: Sep 30, 2011
- MacOS compatibility

Updated: Sep 30, 2011
- All faction configs can be stored in a single place - CC root folder. Just copy your Factions folder. Mod will search for factions in <CC install folder>\Factions first and if it's absent or empty, then in <CC install folder>\<modulename>\Factions.
- MacOS users are welcome to test this windows version too, might work on your systems with B26 only but I didn't test myself
- Pelian Army faction thanks to Arcalane

Image


Attachments:
ExtendedActivities_B26.rte.zip [37.84 KiB]
Downloaded 793 times
Factions_51.zip [27.29 KiB]
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Last edited by weegee on Sat Oct 08, 2011 6:28 pm, edited 10 times in total.

Thu Sep 29, 2011 12:40 pm
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Post Re: Extended Activities
I'd love to see what bastard child would pop out if someone mixed this and Alternative Skirmish.


Thu Sep 29, 2011 1:29 pm
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Post Re: Extended Activities
I could give it a go...


Thu Sep 29, 2011 1:44 pm
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Post Re: Extended Activities
It's pretty simple, just copy files, add code when activity starts:

Code:
   dofile ("modulename.rte/Libraries/CF_ConfigLibrary.lua");
   dofile ("modulename.rte/Libraries/CF_MissionLibrary.lua");

   CF_InitFactions();


And then create actors via library functions:

Code:
actor = CF_SpawnRandomInfantry(self.CPUTeam , nil , CF_Factions[math.random(#CF_Factions)] , Actor.AIMODE_BRAINHUNT)

actor = CF_SpawnArmor(self.CPUTeam , nil , CF_Factions[math.random(#CF_Factions)] , Actor.AIMODE_BRAINHUNT)


And you'll have to change modulenames and paths in library scripts.


Thu Sep 29, 2011 1:51 pm
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Post Re: Extended Activities
But akblabla has actors spawning out of the wazoo and tabs all over the place. This could take a while.


Thu Sep 29, 2011 2:27 pm
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Post Re: Extended Activities
Then you need to replace nil with desired position, but this way actor will not be returned and placed on the battlefield immediately.


Thu Sep 29, 2011 2:41 pm
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Post Re: Extended Activities
Roast Veg wrote:
But akblabla has actors spawning out of the wazoo and tabs all over the place. This could take a while.


You no like tabs?

There is really only one place where the normal actors spawn, around line 500

Here is a version that uses extended activities's actor spawning, though the special waves stays the same.


Attachments:
Alternative Skirmish.rte.zip [449.69 KiB]
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Thu Sep 29, 2011 4:25 pm
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Post Re: Extended Activities
I like tabs, when they're tabbed correctly. :P


Thu Sep 29, 2011 4:41 pm
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Post Re: Extended Activities
Roast Veg wrote:
I like tabs, when they're tabbed correctly. :P


I don't see any tabbing errors anywhere, but anyway, back to topic ^^


Thu Sep 29, 2011 4:47 pm
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Post Re: Extended Activities
Ok, I've sifted through these two mods and I've made what I think is the best combination of the two.

I made a separate CF function for Armor and ArmorCrabs, then mixed about with the special waves making the dreadnought wave into a "Quad" wave. Then I took out the APC wave (because it got a lot of complaints) and cleaned up the mod as a whole.

Who wants my version?


Thu Sep 29, 2011 5:04 pm
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Post Re: Extended Activities
Gimme gimme gimme!


Thu Sep 29, 2011 5:08 pm
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Post Re: Extended Activities
It'll be in the minor mod dump.


Thu Sep 29, 2011 5:11 pm
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Post Re: Extended Activities
This is awesome, great work!

I know I have asked before, but could you please move the shared resources out to their own directory?
I now have four duplicates of the faction config lua files (one for each of the .rte modules), and I would imagine also the libraries are shared so have those duplicated as well. It would be much easier for everyone if toggling factions as they are added or removed (or whatever) and editing their config files could be done in just one place.


Thu Sep 29, 2011 8:03 pm
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Post Re: Extended Activities
Asatruer, to satisfy both of us I can make it first search for factions in some shared place, and then in it's original local storage :) But I'd like to leave the libraries alone :P


Thu Sep 29, 2011 8:47 pm
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Post Re: Extended Activities
That would be astoundingly great :D


Thu Sep 29, 2011 9:17 pm
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