Home » Renegade Discussions » Mod Forum » ssgm wont load custom objects.gm
ssgm wont load custom objects.gm [message #464387] |
Tue, 13 March 2012 18:02 |
robbyke
Messages: 348 Registered: September 2010 Location: Belgium
Karma: 0
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my objects.gm is in the data folder
and has also been placed in the server folder to test
ssgm.ini :
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[General]
Port=4847
;xxxSpawnChar can be used to set the character players spawn as.
;For example if you want everyone to spawn as Havoc and Sakura you enter the following for GDI- and NodSpawnChar:
;GDISpawnChar=
;NodSpawnChar=
;With the ObjectsFilename you can set which objects.ddb file must be loaded with the server.
;For instance if you make adjustments you would rename objects.ddb to objects.gm and enter that as the ObjectsFilename.
ObjectsFileName=objects.gm
;InvincibleBuildings makes all buildings Invincible and they cannot be destroyed.
InvincibleBuildings=0
;ForceTeam can put all players on GDI (1) or Nod (0) which is useful for Coop servers.
;ForceTeam=
;Setting RefillLimit to 10 seconds will only allow you to refill once every 10 seconds.
;RefillLimit=
;The options below disable said things which is pretty self-explanitory.
;DisableBeacons=
;DisableBaseDefenses=
;DisablePowerPlants=
;DisableRefineries=
;DisableSoldierFactories=
;DisableVehicleFactories=
;DisableRepairPads=
;DisableCommCenters=
;FreePurchases will make all PT options free of credits.
;Note that players need a minimum of $1500 to access the PT for a Mammoth Tank.
;FreePurchases=
;DisableExtraWeapons allows to strip the players alternate weapons such as their Pistol and C4.
;Useful for Sniper servers where you want players to only have their primary sniper weapon.
;DisableExtraWeapons=
;BuildingDeathPages will send the player a page they killed a building.
BuildingDeathPages=1
;PowerupExpireTime is the time in seconds for a dropped powerup to remain, when time runs out the powerup will disappear
PowerupExpireTime=30
;PlayPowerupSounds to enable playing sounds and displaying messages when a powerup is picked up
PlayPowerupSounds=1
;WreckDestroySelfTime sets the time in seconds for a vehicle wreck to destroy itself
WreckDestroySelfTime=90
;Play quake style sounds when players achieve multikills etc?
PlayQuakeSounds=0
;Can Stealth Black Hand characters pickup dropped weapons?
SBHCanPickupDropWeapons=1
;If set to 1 advanced characters will drop a DNA powerup which changes the player that picks it up to the char that dropped it.
CharactersDropDNA=0
;ShowExtraMessages shows when a teammember disarms C4's, Mines, Beacons, repairs Buildings or the Harvester.
ShowExtraMessages=1
;This setting allows players to bind their vehicles.
VehicleOwnership=true
;Gamelog writes gamespecific information to the TCP port defined earlier and (Bren)bots can pickup that info and
;display it on IRC for example.
EnableGamelog=true
;This enables killmessages for when players are killed by defenses or tiberium.
ExtraKillMessages=true
;WeatherType can be set to "None", "Snow", "Ash" or "Rain"
;WeatherType=None
[WeaponGrant]
;in the WeaponGrant section you put lines like this
;CnC_GDI_MiniGunner_0=Weapon_1,Weapon_2,Weapon_3
;and it will give the powerups Weapon_1, Weapon_2 and Weapon_3 on spawn for that character
[WeaponDrop]
;Example:
;CnC_GDI_MiniGunner_0=Armor_1,Health_1,Weapon_1
CnC_GDI_Engineer_0=CnC_POW_MineRemote_02,POW_RepairGun_Player,POW_Armor_025,POW_Health_025
CnC_GDI_Engineer_2SF=CnC_MineProximity_05,CnC_POW_MineRemote_02,CnC_POW_MineTimed_Player_02,CnC_POW_RepairGun_Player
CnC_GDI_Grenadier_0=POW_GrenadeLauncher_Player,POW_Armor_025,POW_Health_025
CnC_GDI_Grenadier_0_Secret=POW_GrenadeLauncher_Player,POW_Armor_025,POW_Health_025
CnC_GDI_Grenadier_2SF=POW_TiberiumFlechetteGun_Player,POW_Armor_100,POW_Health_100
CnC_Ignatio_Mobius=POW_VoltAutoRifle_Player,CnC_POW_Armor_Max,CnC_POW_Health_Max
CnC_Ignatio_Mobius_ALT2=POW_VoltAutoRifle_Player,CnC_POW_Armor_Max,CnC_POW_Health_Max
CnC_GDI_MiniGunner_0=POW_AutoRifle_Player,POW_Armor_025,POW_Health_025
CnC_GDI_MiniGunner_1Off=POW_Chaingun_Player,POW_Armor_050,POW_Health_050
CnC_GDI_MiniGunner_2SF=POW_SniperRifle_Player,POW_Armor_100,POW_Health_100
CnC_GDI_MiniGunner_2SF_Logan=POW_SniperRifle_Player,POW_Armor_100,POW_Health_100
CnC_GDI_MiniGunner_3Boss=POW_RamjetRifle_Player,CnC_POW_Armor_Max,CnC_POW_Health_Max
CnC_GDI_MiniGunner_3Boss_ALT2=POW_RamjetRifle_Player,CnC_POW_Armor_Max,CnC_POW_Health_Max
CnC_GDI_MiniGunner_3Boss_ALT3=POW_RamjetRifle_Player,CnC_POW_Armor_Max,CnC_POW_Health_Max
CnC_GDI_MiniGunner_3Boss_ALT4=POW_RamjetRifle_Player,CnC_POW_Armor_Max,CnC_POW_Health_Max
CnC_GDI_RocketSoldier_0=POW_Shotgun_Player,POW_Armor_025,POW_Health_025
CnC_GDI_RocketSoldier_1Off=POW_RocketLauncher_Player,POW_Armor_050,POW_Health_050
CnC_GDI_RocketSoldier_2SF=CnC_POW_RocketLauncher_Player,POW_Armor_100,POW_Health_100
CnC_GDI_RocketSoldier_2SF_Secret=CnC_POW_RocketLauncher_Player,POW_Armor_100,POW_Health_100
CnC_Sydney_PowerSuit=POW_PersonalIonCannon_Player,CnC_POW_Armor_Max,CnC_POW_Health_Max
CnC_Sydney_PowerSuit_ALT2=POW_PersonalIonCannon_Player,CnC_POW_Armor_Max,CnC_POW_Health_Max
CnC_Sydney=POW_TiberiumAutoRifle_Player,POW_Armor_050,POW_Health_050
CnC_Nod_Engineer_0=CnC_POW_MineRemote_02,POW_RepairGun_Player,POW_Armor_025,POW_Health_025
CnC_Nod_FlameThrower_0=POW_Flamethrower_Player,POW_Armor_025,POW_Health_025
CnC_Nod_Flamethrower_0_Secret=POW_Flamethrower_Player,POW_Armor_025,POW_Health_025
CnC_Nod_FlameThrower_1Off=POW_ChemSprayer_Player,POW_Armor_050,POW_Health_050
CnC_Nod_FlameThrower_2SF=POW_LaserRifle_Player,POW_Armor_100,POW_Health_100
CnC_Nod_FlameThrower_3Boss=CnC_POW_VoltAutoRifle_Player_Nod,CnC_POW_Armor_Max,CnC_POW_Health_Max
CnC_Nod_FlameThrower_3Boss_ALT2=CnC_POW_VoltAutoRifle_Player_Nod,CnC_POW_Armor_Max,CnC_POW_Health_Max
CnC_Nod_Minigunner_0=POW_AutoRifle_Player_Nod,POW_Armor_025,POW_Health_025
CnC_Nod_Minigunner_1Off=POW_Chaingun_Player_Nod,POW_Armor_050,POW_Health_050
CnC_Nod_Minigunner_2SF=POW_SniperRifle_Player_Nod,POW_Armor_100,POW_Health_100
CnC_Nod_Minigunner_3Boss=POW_RamjetRifle_Player,CnC_POW_Armor_Max,CnC_POW_Health_Max
CnC_Nod_MiniGunner_3Boss_ALT2=POW_RamjetRifle_Player,CnC_POW_Armor_Max,CnC_POW_Health_Max
CnC_Nod_RocketSoldier_0=POW_Shotgun_Player,POW_Armor_025,POW_Health_025
CnC_Nod_RocketSoldier_0_Secret=POW_Shotgun_Player,POW_Armor_025,POW_Health_025
CnC_Nod_RocketSoldier_1Off=POW_RocketLauncher_Player,POW_Armor_050,POW_Health_050
CnC_Nod_RocketSoldier_2SF=POW_LaserChaingun_Player,POW_Armor_100,POW_Health_100
CnC_Nod_RocketSoldier_3Boss=POW_Railgun_Player,CnC_POW_Armor_Max,CnC_POW_Health_Max
CnC_Nod_RocketSoldier_3Boss_ALT2=POW_Railgun_Player,CnC_POW_Armor_Max,CnC_POW_Health_Max
CnC_Nod_RocketSoldier_3Boss_Secret=POW_Railgun_Player,CnC_POW_Armor_Max,CnC_POW_Health_Max
CnC_Nod_RocketSoldier_3Boss_Secret2=POW_Railgun_Player,CnC_POW_Armor_Max,CnC_POW_Health_Max
CnC_Nod_Technician_0=CnC_MineProximity_05,CnC_POW_MineRemote_02,CnC_POW_MineTimed_Player_02,CnC_POW_RepairGun_Player,CnC_POW_Armor_Max,CnC_POW_Health_Max
[VehicleWreckage]
;Here you can set the wrecked vehicle to create when players blowup a vehicle.
;The wreck can be repaired and will spawn a new vehicle of the type that was repaired.
CnC_GDI_APC=GDI_APC_Destroyed
CnC_GDI_Humm-vee=GDI_Humm-vee_destroyed
CnC_GDI_Medium_Tank=GDI_Medium_Tank_Destroyed
CnC_Nod_Buggy=Nod_Buggy_Destroyed
CnC_Nod_Light_Tank=Nod_Light_Tank_Destroyed
CnC_GDI_Humm-vee_Temp=GDI_Humm-vee_destroyed
[PresetDisable]
;Allows disabling certain things to be purchased. For example:
;1=CnC_GDI_MiniGunner_3Boss
[Plugins]
;Plugins can be enabled here. Simply add the .dll to the list for example:
0=bansystem.dll
;01=Mute.dll
;02=Swap.dll
01=KB.dll
02=ExtraConsoleCommands.dll
Owner of kambot TT server
kambot.freeforums.org
[Updated on: Tue, 13 March 2012 18:03] Report message to a moderator
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Re: ssgm wont load custom objects.gm [message #464401 is a reply to message #464387] |
Wed, 14 March 2012 03:44 |
robbyke
Messages: 348 Registered: September 2010 Location: Belgium
Karma: 0
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Recruit |
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stil nothing i added those lines at the top of tt.cfg
ive been testing now found this :
when i put objects.gm in tt.cfg objects.gm in my data folder
it doesnt load the objects file
when i put objects2.gm in tt.cfg and objects.gm in my data folder
it crashes on level load
and now it works if im home gonna cross check
no idea why it works now
Owner of kambot TT server
kambot.freeforums.org
[Updated on: Thu, 15 March 2012 10:34] Report message to a moderator
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Re: ssgm wont load custom objects.gm [message #464509 is a reply to message #464387] |
Fri, 16 March 2012 14:04 |
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Xpert
Messages: 1588 Registered: December 2005 Location: New York City
Karma: 0
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General (1 Star) |
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gameDefinitions:
{
BasinTS:
{
mapName = "C&C_BasinTS";
packages = ["C&C_BasinTS"];
serverPresetsFile = "objects.gm";
};
Bio:
{
mapName = "C&C_Bio";
packages = ["C&C_Bio"];
serverPresetsFile = "objects.gm";
};
BunkersTS:
{
mapName = "C&C_BunkersTS";
packages = ["C&C_BunkersTS"];
serverPresetsFile = "objects.gm";
};
Cairo:
{
mapName = "C&C_Cairo";
packages = ["C&C_Cairo"];
serverPresetsFile = "objects.gm";
};
Canyon:
{
mapName = "C&C_Canyon";
serverPresetsFile = "objects.gm";
};
Carnage:
{
mapName = "C&C_Carnage-Club_Xtreme";
packages = ["C&C_Carnage-Club_Xtreme"];
serverPresetsFile = "objects.gm";
};
Christmas_Special:
{
mapName = "C&C_Christmas_Special";
packages = ["C&C_Christmas_Special"];
serverPresetsFile = "objects.gm";
};
City_Flying:
{
mapName = "C&C_City_Flying";
serverPresetsFile = "objects.gm";
};
City2_Flying:
{
mapName = "C&C_City2_Flying";
packages = ["C&C_City2_Flying"];
serverPresetsFile = "objects.gm";
};
Complex:
{
mapName = "C&C_Complex";
serverPresetsFile = "objects.gm";
};
Conquest_Winter:
{
mapName = "C&C_Conquest_Winter";
packages = ["C&C_Conquest_Winter"];
serverPresetsFile = "objects.gm";
};
Country_Meadow:
{
mapName = "C&C_Country_Meadow";
packages = ["C&C_Country_Meadow"];
serverPresetsFile = "objects.gm";
};
CrevasseTS:
{
mapName = "C&C_CrevasseTS";
packages = ["C&C_CrevasseTS"];
serverPresetsFile = "objects.gm";
};
EVA_Relaunch:
{
mapName = "C&C_EVA_Relaunch";
packages = ["C&C_EVA_Relaunch"];
serverPresetsFile = "objects.gm";
};
Field:
{
mapName = "C&C_Field";
serverPresetsFile = "objects.gm";
};
FieldTS:
{
packages = ["C&C_FieldTS"];
mapName = "C&C_FieldTS";
serverPresetsFile = "objects.gm";
};
FjordsTR:
{
mapName = "C&C_FjordsTR";
packages = ["C&C_FjordsTR"];
serverPresetsFile = "objects.gm";
};
ForestOfIllusion:
{
packages = ["C&C_ForestOfIllusion"];
mapName = "C&C_ForestOfIllusion";
serverPresetsFile = "objects.gm";
};
Gigantomachy:
{
mapName = "C&C_Gigantomachy";
packages = ["C&C_Gigantomachy"];
serverPresetsFile = "objects.gm";
};
Glacier_Flying:
{
mapName = "C&C_Glacier_Flying";
serverPresetsFile = "objects.gm";
};
GlacierTS:
{
mapName = "C&C_GlacierTS";
packages = ["C&C_GlacierTS"];
serverPresetsFile = "objects.gm";
};
Gobi:
{
mapName = "C&C_Gobi";
packages = ["C&C_Gobi"];
serverPresetsFile = "objects.gm";
};
Golf_Course:
{
mapName = "C&C_Golf_Course";
packages = ["C&C_Golf_Course"];
serverPresetsFile = "objects.gm";
};
Hangmans_Canyon:
{
mapName = "C&C_Hangmans_Canyon";
packages = ["C&C_Hangmans_Canyon"];
serverPresetsFile = "objects.gm";
};
High_Noon:
{
mapName = "C&C_High_Noon_2.1";
packages = ["C&C_High_Noon_2.1"];
serverPresetsFile = "objects.gm";
};
Hourglass:
{
mapName = "C&C_Hourglass";
serverPresetsFile = "objects.gm";
};
Hourglass_Flying:
{
mapName = "C&C_Hourglass_Flying";
packages = ["C&C_Hourglass_Flying"];
serverPresetsFile = "objects.gm";
};
Islands:
{
mapName = "C&C_Islands";
serverPresetsFile = "objects.gm";
};
Land:
{
mapName = "C&C_Land";
packages = ["C&C_Land"];
serverPresetsFile = "objects.gm";
};
Last_Stand:
{
mapName = "C&C_Last_Stand";
packages = ["C&C_Last_Stand"];
serverPresetsFile = "objects.gm";
};
Mesa:
{
mapName = "C&C_Mesa";
serverPresetsFile = "objects.gm";
};
Metropolis:
{
mapName = "C&C_Metropolis";
packages = ["C&C_Metropolis"];
serverPresetsFile = "objects.gm";
};
MetroTS:
{
mapName = "C&C_MetroTS";
packages = ["C&C_MetroTS"];
serverPresetsFile = "objects.gm";
};
MinesTS:
{
mapName = "C&C_MinesTS";
packages = ["C&C_MinesTS"];
serverPresetsFile = "objects.gm";
};
MutationRedux:
{
mapName = "C&C_MutationRedux";
packages = ["C&C_MutationRedux"];
serverPresetsFile = "objects.gm";
};
Ocean_View_B1:
{
mapName = "C&C_Ocean_View_B1";
packages = ["C&C_Ocean_View_B1"];
serverPresetsFile = "objects.gm";
};
River_RaidTS:
{
mapName = "C&C_River_RaidTS";
packages = ["C&C_River_RaidTS"];
serverPresetsFile = "objects.gm";
};
Sand:
{
mapName = "C&C_Sand";
packages = ["C&C_Sand"];
serverPresetsFile = "objects.gm";
};
SeasideCanyon:
{
mapName = "C&C_SeasideCanyon";
packages = ["C&C_SeasideCanyon"];
serverPresetsFile = "objects.gm";
};
Siege:
{
mapName = "C&C_Siege";
packages = ["C&C_Siege"];
serverPresetsFile = "objects.gm";
};
Silent_Dawn:
{
mapName = "C&C_Silent_Dawn";
packages = ["C&C_Silent_Dawn"];
serverPresetsFile = "objects.gm";
};
Snow:
{
mapName = "C&C_Snow";
packages = ["C&C_Snow"];
serverPresetsFile = "objects.gm";
};
SnowSt0rm:
{
mapName = "C&C_Snow_St0rm";
packages = ["C&C_Snow_St0rm"];
serverPresetsFile = "objects.gm";
};
St0rm-Escape:
{
mapName = "C&C_St0rm-Escape";
packages = ["C&C_St0rm-Escape"];
serverPresetsFile = "objects.esc";
};
Terrace:
{
mapName = "C&C_Terrace";
packages = ["C&C_Terrace"];
serverPresetsFile = "objects.gm";
};
Tobruk:
{
mapName = "C&C_Tobruk";
packages = ["C&C_Tobruk"];
serverPresetsFile = "objects.gm";
};
Tomb:
{
mapName = "C&C_Tomb";
packages = ["C&C_Tomb"];
serverPresetsFile = "objects.gm";
};
Tropics:
{
mapName = "C&C_Tropics";
packages = ["C&C_Tropics"];
serverPresetsFile = "objects.gm";
};
Under:
{
mapName = "C&C_Under";
serverPresetsFile = "objects.gm";
};
Volcano:
{
mapName = "C&C_Volcano";
serverPresetsFile = "objects.gm";
};
Volcano_Flying:
{
mapName = "C&C_Volcano_Flying";
packages = ["C&C_Volcano_Flying"];
serverPresetsFile = "objects.gm";
};
Walls_Flying:
{
mapName = "C&C_Walls_Flying";
serverPresetsFile = "objects.gm";
};
};
Here's an example of mine.
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