Author Topic: Weapon-adding help and stuff...  (Read 4827 times)

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Olhado

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Weapon-adding help and stuff...
« on: October 13, 2003 01:39 am CDT »
hey, i got the volumer 20b thing, and i edited the weapons.cs file to add a weapon in (i used the weapon helper, so i assume there are no errors, so i wont post it.)  anyway, i put it in the "mod" folder (or rather, i made my own) like the thing said, and when i tried to get the weapon in the game, it wasnt there.

after that i moved the weapons.cs file out of the mod folder and straight into the RPG folder, and it still wont work... i cant get the thing that will make the files into volume files again, but the page said i wouldnt really have to do that... so... yeah. any suggestions?
« Last Edit: December 31, 1969 06:00 pm CST by Olhado »

Fury

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« Reply #1 on: October 13, 2003 07:53 am CDT »
umm... coca's wepaon helper does make errors...

also use volumer to add the weapon.cs file to ur scripts.vol
« Last Edit: October 13, 2003 08:07 am CDT by Fury »
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Olhado

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« Reply #2 on: October 13, 2003 07:57 am CDT »
it wont let me do anything to the weapons.cs file now, cuz its not a .vol file... it says "Not a STARSIEGE Tribes Volume!" or something like that...
« Last Edit: December 31, 1969 06:00 pm CST by Olhado »

Fury

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« Reply #3 on: October 13, 2003 08:05 am CDT »
We can further discuss this on AIM if u have it

My name is FuryForums
« Last Edit: December 31, 1969 06:00 pm CST by Fury »
Computers are guys, because u have to turn them on to get there attention.

Olhado

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« Reply #4 on: October 13, 2003 03:52 pm CDT »
hey, im still confused... can someone else help me?
« Last Edit: December 31, 1969 06:00 pm CST by Olhado »

Pecker

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« Reply #5 on: October 13, 2003 05:01 pm CDT »
From eViL:

volumer doesn't allow you to put files back into a volume, that was a huge lie.  The volumer allows you to extract the files for editing purposes, the Tribes++ program was written to put all the files back into a volume.  Tribes++ can be found just go searching for it on http://www.google.com or any other search engine.  As for the actual purpose of a volume in a mod, you don't need it...  If you are editing the code constantly, all you do is run open source code instead of running the mod volume.  By this i mean you leave all the *.cs files that came out of the original volume out of the volume and run them as though they were in a volume.

example:

lets say i extract the *.cs files from tribes\base\scripts.vol to tribes\custommod\
i could then run the custommod by adding the line:
Code: [Select]
$modList = "custommod";inside the tribes\custommod\game.cs file.
and run infinitespawn as tribes\InfiniteSpawn.exe *tribes.exe -mod custommod -dedicated
and the mod would run the same as though it were in a volume, its just running off lots of *.cs files rather than off of 1 scripts.vol file.
« Last Edit: December 31, 1969 06:00 pm CST by Pecker »

Hersh

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« Reply #6 on: October 14, 2003 02:33 am CDT »
Short version of that, minus the new mod...
Extract all the files in scripts.vol, Create
C:\Dynamix\TRIBES\Rpg\Scripts and pase the files in that folder.
Then you can edit the *.cs files directly anytime.
Remeber to rename scripts.vol to something else and save it as a back-up.

Hersh
« Last Edit: December 31, 1969 06:00 pm CST by Hersh »

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Fury

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« Reply #7 on: October 14, 2003 01:47 pm CDT »
omg woops

DUH :cry:

sorry i was thinking visualvt =/

my bad
« Last Edit: December 31, 1969 06:00 pm CST by Fury »
Computers are guys, because u have to turn them on to get there attention.