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at [ROOT]/includes/functions.php:3897) [phpBB Debug] PHP Warning: in file [ROOT]/includes/functions.php on line 4787: Cannot modify header information - headers already sent by (output started at [ROOT]/includes/functions.php:3897) TribalOutpost.com Forums • View topic - just cant build em...
HOLY MOLY! did you write that? good god! thats monsterous! lol ill do it. but to include it in my map, would i need to copy and past the .cs into the same directory when i make a vl2? or will it just work for any server the map is slapped onto?
ok...ive been trying to replace the aiinventory file with the new one in the vl2. but it wont work correctly. if i unzip it, then replace, then rezip, the vl2 comes out much smaller than the original. and if i run t2, a font is missing and wont load the game.
In your tribes 2 GameData folder, create a new Folder called
WhatEverYouWant
Then find the .bat files in you game data folder.
Classic_dedicated_server.bat Classic_LAN.bat
Copy and paste the 2 files into the GameData Folder,
(you should get Copy of Classic_dedicated_server.bat and Copy of Classic_LAN.bat resectfully)
Now change the names of these 2 new .bat files to WhatEverYouWant_dedicated.bat and WhatEverYouWant_LAN.bat
Right click on each new .bat file and select edit Everywhere you see the name Classic change it
to WhatEverYouWant.
then save the files. Do this for both .bat files
Now last but not least, unzip the scripts.vl2 to your new folder in GameData called WhatEverYouWant
You know have a MOD called WhatEverYouWant.
To start up your new MOD just double click on one of the new .bat files to start up Tribes 2 running your MOD.
You are now free to change the Scripts files in your new mod to your hearts content. Be sure to BACK UP a script file before
editing it (just in case you screw something up).
This is great for testing new scripts, and it leaves the original Base files intact. So you can still play Tribes 2 the regular way
man...im already running a mod though. i have a server up and everyhting. i just want to make my bots work coorectly in my map!!!:eek: man...thanks for the info though i know how to make a mod now but why cant i just copy and paste the file, overwriting the old one like you said? thats all i want to do. then put it in my map and realease it already!
lagg. i have to thank you for you attention to this thread. i appreciate you helping me with this stuff i seem to be incompetent with
By making a new (Seperate) MOD with the original scripts, you can write and test new scripts in your new mod more easily and effectively than messing up other working mods/base. Take it from me when you script for Ai you can expect to start from scratch often. I have like 5 or 6 working mods and testing continues. You see even if by some stroke of genius (Luck) I do get the bots to do what I want. They can always be rescripted even better. Remember the Bots know nothing, the scripts you write are their brain and must account for every possibily at any possible time. So even scripts that I have working good I am making new adjustments to all the time. Then test em for like 2 or 3 months online (let people play em) you can observe the bots and see if they are (smart) or not.
oh ok i see what your saying...so all i really have to do, is make the mod, put the aiinventory.cs in the correct directory, then test it. if it works then put it into my map .vl2 and try it there. if that works then im done with that (will this possibly fix the problem of them hurting there dumb heads on the bottom of the base?) then work on the Trans FF? am i correct?
if you read the inventory script i gave you, you can see that it forces the bot to a possition 1-2 meters in front of the inventory. Helps greatly with deployed inventories (they don't get stuck humping it). In your case it sounds like the interrior is the problem.
The scripts don't have to be in a .vl2 file you can run the game with them unzipped. Just can't have the .vl2 and the script.cs files in the same folder if they contain the same functions.