Activities.ini

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Activities.ini is the file in the vanilla Missions.rte that tells the game what files to use to attack the player. It can be edited to give the enemies stronger weapons, troops or crafts. Activities.ini files can also be loaded from other modules (though only the first loaded Skirmish Activities will be used in game) in order to use the assets in that module. Activities.ini need not be called Activities.ini, for example, the vanilla activities are split into "Mission Activities" and "Skirmish Activities".

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Grif's guide

Okay, so first off, get to your /Cortex Command/ directory in Windows Explorer.

Go to <mod>.rte.

Open Index.ini in Notepad. It will always be in the first folder inside Mod.rte.

After EVERY line except for Datamodule in this folder, add a double-slash: //

Once accomplished, the mod Index should look like this:

DataModule
//   IncludeFile = Grif.rte/Blender/Index.ini
//   IncludeFile = Grif.rte/Bunklearer/Index.ini
//   IncludeFile = Grif.rte/CIWS/Index.ini
//   IncludeFile = Grif.rte/Crusher/Index.ini
//   IncludeFile = Grif.rte/Invinciclone/Index.ini
//   IncludeFile = Grif.rte/Kinetic/Index.ini
//   IncludeFile = Grif.rte/Bunker/Index.ini

Note that the DataModule line is not commented out, but all the others are. That's important; if you comment out DataModule the game will crash on startup.

NOW. Copy EVERY includefile line from the mod. (except for my mod, where the last line is to an activities edit and not needed)

Go back to the /Cortex Command/ directory, and click into Base.rte.

Open Index.ini. Now, this is the tricky part, so pay attention.

First, paste all the IncludeFiles you just copied at the end of the includefiles of Index.ini, but BEFORE the IncludeFile for Activities.ini.

So, the pasted includefiles are after EVERYTHING EXCEPT ACTIVITIES.

That's vital; because most mods have dependencies somewhere inside base.rte.

Now, your Index.ini should look something like this:

DataModule
   IncludeFile = Base.rte/Materials.ini
   IncludeFile = Base.rte/Sounds.ini
   IncludeFile = Base.rte/Effects.ini
   IncludeFile = Base.rte/Ammo.ini
   IncludeFile = Base.rte/Devices.ini
   IncludeFile = Base.rte/Actors.ini
   IncludeFile = Base.rte/Scenes.ini
// IncludeFile = Grif.rte/Blender/Index.ini
// IncludeFile = Grif.rte/Bunklearer/Index.ini
// IncludeFile = Grif.rte/CIWS/Index.ini
// IncludeFile = Grif.rte/Crusher/Index.ini
// IncludeFile = Grif.rte/Invinciclone/Index.ini
// IncludeFile = Grif.rte/Kinetic/Index.ini
// IncludeFile = Grif.rte/Bunker/Index.ini
   IncludeFile = Base.rte/Activities.ini

The especially savvy members will now begin to wonder where I'm going with this; now every IncludeFile that references the mod has been commented out.

Well, now what you do is, delete the //es you made in the mod Index. Once they're in Index.ini of Base.rte, we want them to load; but if we have both sets of includefiles load, then you will have duplicates of everything in the buy and build menus.

So, proceed to remove all the doubleslashes.

DataModule
   IncludeFile = Base.rte/Materials.ini
   IncludeFile = Base.rte/Sounds.ini
   IncludeFile = Base.rte/Effects.ini
   IncludeFile = Base.rte/Ammo.ini
   IncludeFile = Base.rte/Devices.ini
   IncludeFile = Base.rte/Actors.ini
   IncludeFile = Base.rte/Scenes.ini
   IncludeFile = Grif.rte/Blender/Index.ini
   IncludeFile = Grif.rte/Bunklearer/Index.ini
   IncludeFile = Grif.rte/CIWS/Index.ini
   IncludeFile = Grif.rte/Crusher/Index.ini
   IncludeFile = Grif.rte/Invinciclone/Index.ini
   IncludeFile = Grif.rte/Kinetic/Index.ini
   IncludeFile = Grif.rte/Bunker/Index.ini
   IncludeFile = Base.rte/Activities.ini

Now, go to Activities.ini, and add away. Note: You will have to add the Includefiles from EVERY mod you want loaded; it's probably the primary reason I put all my mods into one pack.

To change what craft are delivered, use this basic guide: In each mod .rte, somewhere, there is a root instancename for what you want to mod into Activities.ini, and a root prop type for it.

Nearly always, this will be one of the following:

  • ADoor
  • ACDropship
  • ACrab
  • ACRocket
  • AHuman
  • HDFirearm
  • HeldDevice
  • TDExplosive

Most of the time, this is fairly self explanatory.

If it's a door, it's going to be an ADoor.
If it's a dropship, it'll be an ACDropship.
If it's a crab, OR a four-legged turret, it'll be an ACrab.
ACRocket is for rockets.
HDFirearm just means gun (held device firearm), so any gun mod will use this.
HeldDevice is what Shields use; specifically the Riot Shield.
TDExplosive is for most bombs, and all grenades.

So, here's what you do. Depending on the mod, the particle type will change. So, first, what you have to do is find the prop type. Generally, in the buy menu, this will be explained for you. The Actors tab covers AHuman and ACrab. AHuman also covers Robots, so don't make it ARobot in your activities edit. Craft covers ACRockets and ACDropships. Hint: Rockets have one engine, dropships have two. Shields tab has HeldDevices, Bombs has TDExplosives. Tools and Firearms are both HDFirearms.

So, then, you have to get the instancename, which is just the name of the mod. This is even easier; just look at what it's called in either the Bunker Editor or Build Menu.

Now, open Activities.ini, scroll down to the Grasslands activities, and mod away.

AddAttackerSpawn = <prop>
CopyOf = <instancename>

All there really is to it. Oh, and if you're curious, yes, you can make AHumans fall from the sky. Or HDFirearms.

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