Replacement for PosGrabber
by -Z- · in ThinkTanks · 11/10/2003 (9:25 pm) · 73 replies
OK folks.. enough of this copying and pasting and questions about what the heck a dedicated server is, what the console window is, and all that. Now its nice and simple and you can edit in real-time (on an empty server) and simply press a key and the whole mission file is saved. Blah blah blah blah more gobbledigook and nonsense. Nuff said. The rest is in the readme.html file contained within the zip.

Download ModWizard.zip
-z-

Download ModWizard.zip
-z-
About the author
#42
-z-
11/13/2003 (5:27 pm)
Brant: Follow the ReadMe.html - Copy and paste those few lines of code (shown in the readMe) into the file 'main.cs' like it says. Thats what tells TT to load the ModWizard script when it runs.-z-
#43
11/13/2003 (5:47 pm)
Witch lines with what on them do i copy?
#44
11/13/2003 (6:54 pm)
Ok trying it
#45
11/13/2003 (7:04 pm)
Hehe.... in the "main" TT folder....its there with GAME DEDICATED CLIENT folders
#46
If you really can't understand that.. then DO NOT even consider trying to do it. Give up now.
-Z-
11/13/2003 (7:42 pm)
The bit that's shown in red in the actual ReadMe under step 5.Quote:
5. At the very bottom of this file, add the following lines:
// ModWizard
if (!$Server::Dedicated) {
exec("game/server/scripts/ModWizardMain.cs");
moveMap.bindCmd(keyboard, "m", "", "exec(\"game/client/scripts/ModWizardBindings.cs\");");
}
(copy and paste them to avoid mistakes)
If you really can't understand that.. then DO NOT even consider trying to do it. Give up now.
-Z-
#48
could it be the folder? i did it to the main.cs like you said it looks like a notepad.
11/13/2003 (7:52 pm)
Ok every time i paste it there it willn't load think tanks instid it says sending error report odd eh i thought i did it right so i redid it about 20 time and it still doesn't work could it be something with windows xp i've done some scripting before for neverwinter nights and it was much harder stuff then copy and paste could it be the folder? i did it to the main.cs like you said it looks like a notepad.
#49
could it be the folder? i did it to the main.cs like you said it looks like a notepad.
11/13/2003 (7:55 pm)
Ok every time i paste it there it willn't load think tanks instid it says sending error report odd eh i thought i did it right so i redid it about 20 time and it still doesn't work could it be something with windows xp i've done some scripting before for neverwinter nights and it was much harder stuff then copy and paste could it be the folder? i did it to the main.cs like you said it looks like a notepad.
#50
The few lines of code get added to the very bottom of main.cs which is in the main thinktanks folder. The same folder that has ogg.dll and the eula text document in.
Did you copy and paste? or retype it?
Perhaps if you try launching a dedicated server, you will see a more helpful error message in console window that it creates.
-Z-
11/13/2003 (8:52 pm)
Make sure you have all the other files in the right places. (see readme.html for filenames and paths)The few lines of code get added to the very bottom of main.cs which is in the main thinktanks folder. The same folder that has ogg.dll and the eula text document in.
Did you copy and paste? or retype it?
Perhaps if you try launching a dedicated server, you will see a more helpful error message in console window that it creates.
-Z-
#51
11/13/2003 (11:30 pm)
I cant use modwizard through a ded server...
#53
// Display an error message for unused arguments
for ($i = 1; $i < $Game::argc; $i++) {
if (!$argUsed[$i])
error("Error: Unkown command line argument: " @ $Game::argv[$i]);
}
// ModWizard
if (!$Server::Dedicated) {
exec("game/server/scripts/ModWizardMain.cs");
moveMap.bindCmd(keyboard, "m", "", "exec(\"game/client/scripts/ModWizardBindings.cs\");");
}
11/14/2003 (2:49 pm)
Ok this is how the botum og mine looks// Display an error message for unused arguments
for ($i = 1; $i < $Game::argc; $i++) {
if (!$argUsed[$i])
error("Error: Unkown command line argument: " @ $Game::argv[$i]);
}
// ModWizard
if (!$Server::Dedicated) {
exec("game/server/scripts/ModWizardMain.cs");
moveMap.bindCmd(keyboard, "m", "", "exec(\"game/client/scripts/ModWizardBindings.cs\");");
}
#54
// Display an error message for unused arguments
for ($i = 1; $i < $Game::argc; $i++) {
if (!$argUsed[$i])
error("Error: Unkown command line argument: " @ $Game::argv[$i]);
}
// ModWizard
if (!$Server::Dedicated) {
exec("game/server/scripts/ModWizardMain.cs");
moveMap.bindCmd(keyboard, "m", "", "exec(\"game/client/scripts/ModWizardBindings.cs\");");
}
11/14/2003 (3:33 pm)
Ok this is how the botum og mine looks// Display an error message for unused arguments
for ($i = 1; $i < $Game::argc; $i++) {
if (!$argUsed[$i])
error("Error: Unkown command line argument: " @ $Game::argv[$i]);
}
// ModWizard
if (!$Server::Dedicated) {
exec("game/server/scripts/ModWizardMain.cs");
moveMap.bindCmd(keyboard, "m", "", "exec(\"game/client/scripts/ModWizardBindings.cs\");");
}
#55
going to look at the readme for info on how to load the map as i can't find out how
but i'm shure if i reread the readme it'll all work out.
thanks again z
11/14/2003 (3:35 pm)
Ok it works now thanks i made a seige mapp thats really fun and now i'mgoing to look at the readme for info on how to load the map as i can't find out how
but i'm shure if i reread the readme it'll all work out.
thanks again z
#56
Just rename TT1_4.mis to something like TT1_4original.mis, and rename the newly created MW1_4.mis to TT1_4.mis.
Now, when you start a game using Freudian Flats, you will be playing on your modded level instead.
-z-
11/14/2003 (5:25 pm)
Say for instance you used Freudian Flats (TT1_4.mis) as the base for your mod, when you saved your mod, it will have created a file called MW1_4.mis (in your thinktanks/game/data/missions folder)Just rename TT1_4.mis to something like TT1_4original.mis, and rename the newly created MW1_4.mis to TT1_4.mis.
Now, when you start a game using Freudian Flats, you will be playing on your modded level instead.
-z-
#57
Thanks for all the help, lol!
11/14/2003 (6:58 pm)
Hey -Z-, what happened to the part of the readme that said; Quote:I will not help you with your questions on how to use Mod Wizard...?!
Thanks for all the help, lol!
#58
"Lil' help"
-Michael
11/14/2003 (7:20 pm)
Hey -z-, when I launch a dedicated server, it is not even finding the message in the main.cs file (or at least thats how it looks), because it is not saying is is running it, nor is it saying it has an error."Lil' help"
-Michael
#60
Loading Compiled Script: game/server/scripts/ModWizardMain.cs
(If you have everything installed correctly)
Yes.. uninstall PosGrabber and remove the lines of code (in main.cs) that loaded it.
-Z-
11/14/2003 (7:32 pm)
Michael: You dont need to do it as a dedicated server. If you do though, it should say something like:Loading Compiled Script: game/server/scripts/ModWizardMain.cs
(If you have everything installed correctly)
Yes.. uninstall PosGrabber and remove the lines of code (in main.cs) that loaded it.
-Z-
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