Mere_Mortal
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Try contacting MS. Tell them you bought a PC and you later realised is has an illegal version of XP installed, I hear they offer a reduced price. Worth a try Or you could try Amazon, look here for example... http://www.amazon.com/Microsoft-Windows-Ho...2/dp/B0002423YK Not sure if they post to UK, but that's basically less than £50. XP Home without Service Pack 2 will also come cheaper, you can get SP2 installer disks direct from MS and arrive within a few weeks. Well, at least they did about a year ago, maybe they still do.
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Any toughts on editing the BIG files ?
Mere_Mortal replied to saulob's topic in Tiberium Wars / Kane's Wrath
Indeed, thank you very much EDIT: Newest version of FinalBIG works -
Which file is the problem?
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That's not to do with the mod itself, the ICBM is actually a USA structure, but it's not buildable by default. I enabled this in my own mod and have the same problem. I guess there's a bit of coding needing to be done, evidently it was not completed by EA.
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I believe the problem may be a cracked game.dat file.
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!-I Need Help-! *Read On*:
Mere_Mortal replied to I-Luv-DESTRUCTION's topic in Generals / Zero Hour Maps & Modding
Hello Thanks for downloading Armageddon : The Final Hour Right, I assume you have no current modifications in place, except this one? Good. This will prevent Faction Armageddon from being able to build these things, but it's a basic way to do it. You could clone all the objects, but that would entail a lot more work, for example creating new CommandButtons, new CSF entries and so forth. Once you're more familiar with editing the INIs, you should be able to achieve this on your own accord. Open Armageddon.BIG with FinalBig and extract the files into the Zero Hour root directory. This will create the directory DataINI. In the Object directory, you will notice that each object is in its own file and in the relevant sub-directory. For example... DataINIObjectArmageddonBuildingsSuperWeaponsBaikonurMissileLauncher.ini. For each Object that you wish to transfer, you will need to edit the prerequisites because they all point to Faction Armageddon objects. Also take note of the Science prerequisite if present, you will need to remove this from the BML, the SuperScudStorm and also the NukeTruck because this is a Faction Armageddon specific science, USA cannot purchase it by default. Note: It is good practice to place a comment (a semi colon [;]) before a line you wish to omit, rather than delete it. This way you can remove the comment if you wish to reset it. Then you need to configure CommandSet.INI so that your Dozer can build these objects. Take a look at CommandSet_Dozer for the commands. To create a second CommandSet for an object, create a new INI file in the Object directory and copy/paste this code into it .Replace [Faction] at the top with USA or China. Also set the correct CommandSet on the relevant lines. (Bear in mind that the Worker already has a CommandSet switch, so you can just add items to its existing second set rather than do this, if its for GLA). Object [Faction]VehicleDozer Behavior = CommandSetUpgrade CommandSet1 CommandSet = [Faction]DozerCommandSet1 TriggeredBy = Upgrade_SwitchToCommandSet1 RemovesUpgrades = Upgrade_SwitchToCommandSet1 Upgrade_SwitchToCommandSet2 Upgrade_SwitchToCommandSet3 End Behavior = CommandSetUpgrade CommandSet2 CommandSet = [Faction]DozerCommandSet2 TriggeredBy = Upgrade_SwitchToCommandSet2 RemovesUpgrades = Upgrade_SwitchToCommandSet1 Upgrade_SwitchToCommandSet2 Upgrade_SwitchToCommandSet3 End Behavior = CommandSetUpgrade CommandSet3 CommandSet = [Faction]DozerCommandSet3 TriggeredBy = Upgrade_SwitchToCommandSet3 RemovesUpgrades = Upgrade_SwitchToCommandSet1 Upgrade_SwitchToCommandSet2 Upgrade_SwitchToCommandSet3 End End ...then insert this line on your Dozer in CommandSet.INI... 14 = SwitchToCommandSet# ...where # is 1, 2 or 3...depending on which set you're switching to (you can have as many as you want, but I only made three upgrades). Obviously, slot 14 is taken on all Dozer CommandSets, but you can add the the Clear Mines entry in the second set if necessary. In addition, be sure to actually create the necessary CommandSets, as desired. Now open SpecialPower.INI and locate the Baikonur and also the SuperScudStorm. For both, remove this line... RequiredScience = SCIENCE_Baikonur I think I've covered everything...let me know how it goes -
I thought they were just background once on the surface...they can be collected can they? I learn something new every day
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True that...but EMP isn't actually an object is it, more so that it's just FX? Is there any code that controls that...maybe something to do with the Defector?
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You could probably alter the code in Weapon.ini so as to increase the radius that the weapon affects. Like, if you put it at 5000, it'd wipe out the map! Dunno about the slow death behaviour process though.
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As for the OP, it's copy protection. Either you don't have a legitimate copy or maybe you've done a System Restore or something weird has happened? Even though the game might appear to be installed, if it's not in Add/Remove Programs, it isn't...or at least Windows doesn't think it is. If Windows doesn't, then the game CD doesn't think so either. So if there's no link in the Registry for the CD to find the CD Key and /or install path of the game...exactly what you have witnessed will happen every time you play a map for a minute or so. So far as I'm aware, the only solution is to back up and reinstall
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That works does it? Interesting. I don't think one can do that...certainly not online anways. One could maybe toy with the code on a local level of course, but as for default...I don't think kill_pilot can be used on friendly vehicles. Besides, you can't Kill_Pilot Infantry Quote me wrong by all means
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Please help me with a zero-hour petition
Mere_Mortal replied to BlkKnight's topic in Generals / Zero Hour
They've what :?: How can they do that? Generals is probably still about as popular as Unreal Tournament GOTY, which is a most likely a considerable quantity. Of course; they've made thier bucks & don't forsee much more revenue, so they just ditch it, eh? No care for those who paid their wages. You know what I think to that? Bollocks :!: -
I think I have, at least. Hey, worry not. I'm sure your time would be used more constructively if aimed towards your own Mod. Afterall, mine is currently severely unbalanced and only in the testing stages. Not that I'm suggesting there'll be much progress *L* Cheers
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Heh...reminds me of my butchering of the Nuke codes. A SuperScudStorm (25 missiles) all loaded with Armageddon! Even a single missile is enough to devestate surrounding GLA infrastructure. Because there are multiple explosions, it will also take out GLA Holes left over from the initial detonation. Just in case any infantry pop out of the wreckage, I'm sure the third shockwave will sort them out. Now THAT is a Nuke! Except, it doesn't obliterate the entire map. Yet [Linkage]
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Please help me with a zero-hour petition
Mere_Mortal replied to BlkKnight's topic in Generals / Zero Hour
Signed. I've seen references to this cheat on websites. It's fair enough using it against AI, however lame it might be. But to use it against on-line players is severely unfair :x I bet that you might have experienced a net game where SW's are prohibited, yet people build the SS and proceed to the cheat function, whence no public timers are being shown, thus there is no knowledge of the SW ever existing until your base turns all blue. Best thing to do, if you know someone is doing it; switch on a trainer (after you've removed any key-loggers from System32, such as ********), build a barracks as close to them as is stealthily possible and **** them over with a million rocket soldiers! If you want to lower yourself to their level, that is. I would They want war? Give the bastard a war, I say :!: