Forged Alliance Forever Forged Alliance Forever Forums 2015-01-04T22:31:46+02:00 /feed.php?f=2&t=9082 2015-01-04T22:31:46+02:00 2015-01-04T22:31:46+02:00 /viewtopic.php?t=9082&p=90313#p90313 <![CDATA[Re: All Units Campaign Mod in Vanilla SupCom]]>
Hawkei wrote:
Why do you even want to use this mod in the Vanilla campaign? The whole point is to play the mission from the perspective of the selected faction.

Because I hate having the unit restrictions, the pointless unit restrictions. I want options.

Statistics: Posted by Vashon — 04 Jan 2015, 22:31


]]>
2015-01-04T12:58:59+02:00 2015-01-04T12:58:59+02:00 /viewtopic.php?t=9082&p=90282#p90282 <![CDATA[Re: All Units Campaign Mod in Vanilla SupCom]]> Statistics: Posted by Hawkei — 04 Jan 2015, 12:58


]]>
2015-01-03T01:11:35+02:00 2015-01-03T01:11:35+02:00 /viewtopic.php?t=9082&p=90103#p90103 <![CDATA[Re: All Units Campaign Mod in Vanilla SupCom]]>
Whatever. Did what I wanted. Which was marching a Colossus on the first mission, all the way to victory.

Statistics: Posted by Vashon — 03 Jan 2015, 01:11


]]>
2015-01-01T08:23:39+02:00 2015-01-01T08:23:39+02:00 /viewtopic.php?t=9082&p=89966#p89966 <![CDATA[Re: All Units Campaign Mod in Vanilla SupCom]]> Statistics: Posted by Cuddles — 01 Jan 2015, 08:23


]]>
2015-01-01T01:41:36+02:00 2015-01-01T01:41:36+02:00 /viewtopic.php?t=9082&p=89957#p89957 <![CDATA[Re: All Units Campaign Mod in Vanilla SupCom]]>
And when I first got it, SupCom played awesome regardless of charging or not. weird.

Statistics: Posted by Vashon — 01 Jan 2015, 01:41


]]>
2015-01-01T00:12:26+02:00 2015-01-01T00:12:26+02:00 /viewtopic.php?t=9082&p=89949#p89949 <![CDATA[Re: All Units Campaign Mod in Vanilla SupCom]]>
I got FA campaign to do the same manually by editing the maps myself.
EDIT Lets see what happens

Statistics: Posted by Vashon — 01 Jan 2015, 00:12


]]>
2014-12-31T23:45:48+02:00 2014-12-31T23:45:48+02:00 /viewtopic.php?t=9082&p=89946#p89946 <![CDATA[Re: All Units Campaign Mod in Vanilla SupCom]]> Statistics: Posted by Vashon — 31 Dec 2014, 23:45


]]>
2014-12-31T08:45:38+02:00 2014-12-31T08:45:38+02:00 /viewtopic.php?t=9082&p=89906#p89906 <![CDATA[Re: All Units Campaign Mod in Vanilla SupCom]]> Statistics: Posted by The Mak — 31 Dec 2014, 08:45


]]>
2014-12-31T01:12:33+02:00 2014-12-31T01:12:33+02:00 /viewtopic.php?t=9082&p=89855#p89855 <![CDATA[Re: All Units Campaign Mod in Vanilla SupCom]]> Statistics: Posted by Vashon — 31 Dec 2014, 01:12


]]>
2014-12-25T20:06:37+02:00 2014-12-25T20:06:37+02:00 /viewtopic.php?t=9082&p=89354#p89354 <![CDATA[All Units Campaign Mod in Vanilla SupCom]]>
It's this one from ToxicFrog.
just google for campaign enabler and it should lead you to toxic frogs stuff

the download links dont work anymore, what I did find was this.
a gamershell link that I am not allowed to post

It shows up, It can be selected, but it doesnt work apparently. Its weird, because I managed to get the 2x Resources mod to work in Campaign.

And I attempted to implement some fixes that ToxicFrog suggested, but it didnt work. And since I cant access Documents and Settings, hell, I cant even see it without going up the tree with 7zip, cant do that. I made a customs mod folder in appdata IIRC, and it made the mod appear, but again.

It just didnt work.

I don't play Vanilla online multiplayer and so give zero f@#$# about multiplayer desync, although I have dabbled with FAF here and there, and probably need to reinstall the client.


Anyways, I'm bored, and want to pull some stupid crap in original SupCom Vanilla for entertainment, and was hoping that after Christmas, someone would read this and help.


As far as the Campaign Mod Enabler goes, to one for original Vanilla works for Vanilla and FA, and perfectly fine apparently, any issues appear to be with mods. Another note is that the batch file is apparently unneeded, just rename the file to an SCD yourself.


BY TOXICFROG

Ok, I found the problem, kind of. I had moved mods.scd to ensure that it wasn't interfering with anything.
The behaviour is weird:
- if mods.scd is absent, it shows up in the mod list, but does not take effect in the campaign
- if mods.scd is present, it doesn't show up (the selectable=false in the sample CampaignBranch overrides it) but does take effect
- if you alter mods.scd so that CampaignBranch shows up in the list, it can be deselected but will never be disabled

As a result of all this, I've finally tracked down where campaign mods are handled: in GetCampaignMods in /lua/mods.lua (and don't I feel like an idiot for not noticing this before). Basically, when playing a map that starts with scca_, it forces the CampaignBranch mod in mods.lua on and all other non-UI mods off.

I've created a workaround for this and released it here; NoRestrictions has been updated accordingly and the first post edited to reflect this. Enjoy. :D

GetCampaignMods in /lua/mods.lua



I couldn't find this trail/branch or whatever myself, and so couldnt do it manually.


TLDR ME AM DUMB. ME WANT FUN WITH OLD GAME. ME AM ASK SMART PEOPLE. ME AM POST LINKS FOR DESCRIPTION. ME AM BORED AND DUMB.

Statistics: Posted by Vashon — 25 Dec 2014, 20:06


]]>