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 WH40k basic space marines. 
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Joined: Thu Feb 12, 2009 11:27 pm
Posts: 9
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Post Re: WH40k basic space marines.
I can't get Boba_Fett's Dark Angels to work.

Can somebody tell me how to install them? When I put the DA.rte file into my main CC folder, it says:

Image



When I try to play the game.


Thu Feb 12, 2009 11:32 pm
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Post Re: WH40k basic space marines.
in gyrojet.ini duo, the bold bit just below is where it is, just below the sprite filepath.



Code:
AddDevice = HDFirearm
   PresetName = Heavy Gyrojet
   AddToGroup = Weapons
   AddToGroup = Gyrojet
   Description = prototype rocket-bullet gun. Heavy Variant. higher ROF.
   Mass = 40
   HitsMOs = 0
   GetsHitByMOs = 1
   SpriteFile = ContentFile
      FilePath = rocketgun.rte/Hbolter.bmp
   [b][i]FrameCount = 1[/i][/b]
   SpriteOffset = Vector
      X = -16
      Y = -8


and uberman, i love your desktop :)

also, can you go into that file and quote the code? or maybe attach a copy of the Ini... i might be able to help


Thu Feb 12, 2009 11:38 pm
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Joined: Thu Feb 12, 2009 11:27 pm
Posts: 9
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Post Re: WH40k basic space marines.
Mikromancer wrote:
in gyrojet.ini duo, the bold bit just below is where it is, just below the sprite filepath.



Code:
AddDevice = HDFirearm
   PresetName = Heavy Gyrojet
   AddToGroup = Weapons
   AddToGroup = Gyrojet
   Description = prototype rocket-bullet gun. Heavy Variant. higher ROF.
   Mass = 40
   HitsMOs = 0
   GetsHitByMOs = 1
   SpriteFile = ContentFile
      FilePath = rocketgun.rte/Hbolter.bmp
   [b][i]FrameCount = 1[/i][/b]
   SpriteOffset = Vector
      X = -16
      Y = -8


and uberman, i love your desktop :)

also, can you go into that file and quote the code? or maybe attach a copy of the Ini... i might be able to help


Was the gyrojet stuff directed to me?

And yes I'll have the quoted code in just a minute.

Herie it is:


Code:
 
////////////////////////////////////
//   =BF Faction Weapons=
////////////////////////////////////

//////////////
//All weapons are sorted in categories in this list
//and the highest ones are the weakest.

// MOI EFEKTI

IncludeFile = SM.rte/Devices/Weapons/Effects.ini


   //-Weapons-

IncludeFile = SM.rte/Devices/Weapons/Gibs.ini

              //Machineguns
IncludeFile = SM.rte/Devices/Weapons/ChainSword/ChainSword.ini

IncludeFile = SM.rte/Devices/Weapons/Machineguns/Bolt Pistol.ini
IncludeFile = SM.rte/Devices/Weapons/Machineguns/Bolter.ini
IncludeFile = SM.rte/Devices/Weapons/Machineguns/Heavy Bolter.ini

//Hz weap
IncludeFile = SM.rte/Devices/Weapons/Rifles/Sniper Rifle.ini
IncludeFile = SM.rte/Devices/Weapons/Flamer/Flamer.ini
IncludeFile = SM.rte/Devices/Weapons/Plasmapis/Plasmapis.ini
IncludeFile = SM.rte/Devices/Weapons/Plasma/Plasma.ini
IncludeFile = SM.rte/Devices/Weapons/Melta/Melta.ini





And can you tell me how to install the Dark Angels, I like the models better than the blood ravens.
And the space wolves, they are my favorite chapter.

The problem is, when I put either the SW or DA folders into my CC folder, the above error occurs when the mods are being unpacked when you start the game.


Fri Feb 13, 2009 12:15 am
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Joined: Thu Feb 12, 2009 11:27 pm
Posts: 9
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Post Re: WH40k basic space marines.
Someone please help...


Fri Feb 13, 2009 1:28 am
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Joined: Wed Jun 25, 2008 7:48 am
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Post Re: WH40k basic space marines.
sorry uberman, the Gyrojet stuff was for Duo9ace...

and i was at work all day, took this long to get back on...

i cant see anything wrong with the code, indeed i think line 12 is blank, unless i counted wrong, it is missing some weapons though, try re-downloading it.

as for both the mods not working, are you sure you're using B22? other than that they should work when the .rte file is placed in the cc main folder...

I'm not much help sorry :(


Fri Feb 13, 2009 10:50 am
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Post Re: WH40k basic space marines.
Make sure you remember not to count the commented out lines....


Fri Feb 13, 2009 12:12 pm
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Post Re: WH40k basic space marines.
keeping that in mind, that points to either the bolter.ini line or the bolt pistol.ini line. neither of which have any difference to the copy that I have.


Fri Feb 13, 2009 12:29 pm
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Post Re: WH40k basic space marines.
actually, i dont think the parser skips commented lines, just for the record.
no idea why it isnt working, could be an ansi error from a bad extraction, try re-downloading again.


Fri Feb 13, 2009 1:42 pm
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Post Re: WH40k basic space marines.
Really? In my error checking it always displays the line number sans commented lines, counting out the comments gets me to the line perfectly... Well it could just be me being trippy on my own brain chemicals again...

EDIT: Brain chemicals momentarily under control, activating mode ACTUALLLY BEING HELPFUL
...
...
...
I thought that the Dark Angels needed the original SM.rte...


Fri Feb 13, 2009 1:51 pm
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Joined: Sat Aug 23, 2008 2:51 pm
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Post Re: WH40k basic space marines.
Thanks Mikromancer!

I just got my first mod experience!
So far it works really well!

So where in the mods would I change the armor setting in?
I was thinking of going through all the mods and updating the armor to fit the codex and rerelease most of the mods that were posted.

JointStrength = 400

This would be how much the actor can ram into things right?

So where in this could I change the "toughness" of the armor?

Quote:
AddEffect = Attachable
PresetName = Marine Helmet A
AddToGroup =Space marines helmets
Mass = 3
Sharpness = 1
HitsMOs = 0
GetsHitByMOs = 1
SpriteFile = ContentFile
FilePath = SM1.rte/Actors/Sprites/Soldier/HelmetA.bmp
FrameCount = 1
// SpriteAnimMode = 4
// SpriteAnimDuration = 290
SpriteOffset = Vector
X = -8 //-8
Y = -9 //-4
AngularVel = 6
EntryWound = AEmitter
CopyOf = Dent Metal Light
ExitWound = AEmitter
CopyOf = Dent Metal Light
AtomGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Military Stuff
Resolution = 4
Depth = 0
DeepCheck = 0
JointStrength = 400
JointStiffness = 0.1 //0.1
// BreakWound = AEmitter
// CopyOf = Wound Bone Break
JointOffset = Vector
X = 0
Y = 0
DrawAfterParent = 1
GibImpulseLimit = 6500 //4.5k
GibWoundLimit = 40
// GibSound = Sound
// CopyOf = Bone Crack


Would it be in stiffness?


Fri Feb 13, 2009 2:04 pm
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Post Re: WH40k basic space marines.
duo9ace wrote:
Thanks Mikromancer!



no problem, I know it was a little hard for me to start. and thanks to helpful people like grif and zalo, i know actually know a little bit. :)


Code:

      Material = Material
         CopyOf = Military Stuff
      Resolution = 4
      Depth = 0
   DeepCheck = 0


   GibImpulseLimit = 6500  // this is the strength of hits it takes before it breaks  or gibs
   GibWoundLimit = 40 //this is the ammount of hits it can take before it breaks or gibs


there are three ways to make things tougher, the first is to increase the amounts of hits that item can take before gibbing (usually used in conjunction with the third method)

the second is just to increase the health a whole buttload (which makes the unit cost more, and really doesnt help when it's lying there still alive as a torso after having all it's bits blown off.)

the third is to change the material that the armour is made of. I'd advise being careful with this one,but it's the best way to make something more resistant to gunfire. in base.rte there is a file called Materials.ini, open that and find an undefined number, i use 42 for my test mats. next, go find a material that's similar to what you want to make (ie, metal, bone, kevlar, etc.) then copy the section that has it eg:

Code:
AddMaterial = Material
   Index = 148
   PresetName = Armoured Flesh
   Bounce = 0.6
   Friction = 0.6
   StructuralIntegrity = 40
   DensityKGPerVolumeL = 2.5
   GibImpulseLimitPerVolumeL = 30
   GibWoundLimitPerVolumeL = 0.3
   Priority = 15
   SettleMaterial = 149
   TransformsInto = 12
   Color = Color
      R = 140
      G = 140
      B = 85
   UseOwnColor = 1


and paste At the very top of the file with the soldier. then all that's left is to modify the material a bit, and change the parts to use that material

Code:

      Material = Material
         CopyOf = Military Stuff //change this to Armoured Flesh
      Resolution = 4
      Depth = 0
   DeepCheck = 0

as for the bit and peices in the material, play with it a bit, you can always go and copy it from materials.ini if you break it.

i think that's it, and i'm sure to be corrected if i'm wrong...

Edit: edited for grammar, and proper code


Sat Feb 14, 2009 12:12 am
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Joined: Sat Aug 23, 2008 2:51 pm
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Post Re: WH40k basic space marines.
Question: Would the Space Marine armor be under kevlar or metal?

Also, can't I just change the armor settings of the marine in Marine.ini instead of copy/paste the thing?

That brings me to my original question: Where in the code the I pasted would allow me to change the armor strength (as in the bullets would bounce right off)?

Sorry if you already explained this in your post, I can't understand modding jargon very well.

Also, what is this undefined number you speak of?


Sat Feb 14, 2009 12:30 am
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Post Re: WH40k basic space marines.
my god I cant express how much i love these little guys my only complaint about them is that their metal plated armor is a bit too weak for my taste :(


Sat Feb 14, 2009 1:36 am
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Post Re: WH40k basic space marines.
seconded a million times which is what I'm trying to figure out.

I'm planning on going through all the 40k Space Marine mods and changing all of their armor to a more powerful setting like the AAL Marine's. I'm also going to change the bolters too. Then I'm going to release it in one nice package.

I just can't make a Chapter of my own because I don't know how to sprite or anything, I just only know how to change stuff...at least I'm learning that.

Also, anyone wanna release anymore chapters?


Sat Feb 14, 2009 3:04 am
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Joined: Mon Jan 19, 2009 11:19 am
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Post Re: WH40k basic space marines.
Space Marine armor is made out of ceramite, bullets bounce off, weak las shots reflect, etc. Unless they hit the inside of the joints, like behind the knee where there is only a thick rubber coating over their skin. I hope that's enough info.


Sat Feb 14, 2009 8:26 am
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