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 problème ini incompréensible

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Miraak
Moddeur confirmé
Moddeur confirmé
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Nombre de messages : 294
Age : 16
Location : Lille (France)
Add-On : Oui avec mon mod guerre du nord + le RJrotwk

j'ai aussi BFME1
Date d'inscription : 10/11/2013

MessageSujet: problème ini incompréensible   Jeu 30 Oct - 16:34

Bonjour mon jeu crash en me disant que le block Mission dans le linearcampaingexpension1 est inconnu
j'ai bel et bien ajouter plusieurs mission mais elle marchait avant ma modif (je voulais tester une nouvelle mission alors j'ai mit des ; devant les ligne de l'autre mission pour tester plus rapidement la nouvelle comme elle marchait j'ai de nouveau elever les ; pour remettre la mission ) (avant que vous me le demander oui j'ai fait attention a ne pas enlever les ; qui doivent rester) la mission dont je vous parle est minas thirit je vous montre le document linearcampaingexpension1

;//////////////////////////////////////////////////////////////////////////////
;FILE: LinearCampaignExpansion1.ini (SYSTEM) ////////////////////////////////////////////
;//////////////////////////////////////////////////////////////////////////////
;
; This is based off the Previous LinearCampaign.ini file for BMFE2. As the expansion we now load
; up this file instead which only needs to hold our Angmar campaign
;
; LinearCampaignExpansion1 INI file Layout
; This is the master control file for Generals / Zero-Hour / B4ME2(?)-style campaigns.
; That is, campaigns which are simply a linear sequence of RTS maps, with nothing but a
; little UI / movie in between them. (As opposed to B4ME1-style, which involved transitions
; to the World Map after each mission -- B4ME1 did not use this file at all.)

; Note that campaign names are basically hard-coded into the game engine. It would
; be nice to pull them from the flash file or something but... we don't. They must be
; named ANGMAR_CAMPAIGN


LinearCampaign ANGMAR_CAMPAIGN
CampaignDisplayNameLabel = CAMPAIGN:ANGMAR ; For save file descriptions

; This lists all the carryover heroes which can be carried from mission to mission.
; Anything which is ever carried from one mission to another needs to be in here, then
; some heroes are suppressed for individual missions
CarryoverUnit = AngmarHwaldar
CarryoverUnit = AngmarKarsh
CarryoverUnit = AngmarMorgramir
CarryoverUnit = AngmarRogash
CarryoverUnit = AngmarWitchking


; A special movie which is played when the campaign starts, BEFORE the first map is loaded
; (all the other movies are played AFTER the loading screen)
OverallCampaignIntroMovie = Angmar_Campaign_Intro

; //////////////////////////////// MISSION 1 ////////////////////////////////
; ////////////////////////// Please don't walk on the fortresses //////////////////////////
Mission Foundation
Map = "MAP ANG Angmar"
IntroMovie = Angmar_Campaign_M1Open
LoadScreenImage = CampaignAngmar_Angmar_Loadscreen
LoadScreenMusicTrack = R_BbEvil108
MillisecondsAfterStartToStartFadeUp = 1400

; List CarryoverUnits which we don't want to appear at the beginning of the map automatically
; These units don't spawn right away; save them until the scripts ask for them

DelayCarryoverSpawningOf = AngmarMorgramir
DelayCarryoverSpawningOf = AngmarRogash
DelayCarryoverSpawningOf = AngmarWitchking

; These unit don't appear in this map as all; we're using this to hide their existence until later missions
DelayCarryoverSpawningOf = AngmarHwaldar
DelayCarryoverSpawningOf = AngmarKarsh

End

; /////////////////////////////// MISSION 2 ///////////////////////////////
; ///////////////////// No Trolls Allowed /////////////////////
Mission Gundabad
Map = "MAP ANG Gundabad"
IntroMovie = Angmar_Campaign_M2Open
LoadScreenImage = CampaignAngmar_Gundabad_Loadscreen
LoadScreenMusicTrack = R_BbEvil105
MillisecondsAfterStartToStartFadeUp = 1400

; List CarryoverUnits which we don't want to appear at the beginning of the map automatically
; These units don't spawn right away; save them until the scripts ask for them

DelayCarryoverSpawningOf = AngmarRogash


; These unit don't appear in this map as all; we're using this to hide their existence until later missions
DelayCarryoverSpawningOf = AngmarHwaldar
DelayCarryoverSpawningOf = AngmarKarsh
DelayCarryoverSpawningOf = AngmarMorgramir
DelayCarryoverSpawningOf = AngmarWitchking
End

; /////////////////////////////// MISSION 3 ///////////////////////////////
; ///////////////////// Where's Hwaldar? ////////////////////
Mission Rhudaur
Map = "MAP ANG Rhudaur"
IntroMovie = Angmar_Campaign_M3Open
LoadScreenImage = CampaignAngmar_Rhudaur_Loadscreen
LoadScreenMusicTrack = SX_BFME2_Ba1Goblin02
MillisecondsAfterStartToStartFadeUp = 2000

; List CarryoverUnits which we don't want to appear at the beginning of the map automatically
; These units don't spawn right away; save them until the scripts ask for them

DelayCarryoverSpawningOf = AngmarHwaldar
DelayCarryoverSpawningOf = AngmarMorgramir
DelayCarryoverSpawningOf = AngmarWitchking

; These unit don't appear in this map as all; we're using this to hide their existence until later missions
DelayCarryoverSpawningOf = AngmarKarsh
DelayCarryoverSpawningOf = AngmarRogash
End

; /////////////////////////////// MISSION 4 ///////////////////////////////
; ////////////////////////// But the fourth one stayed up //////////////////////////
Mission Amonsul
Map = "MAP ANG Amon Sul"
IntroMovie = Angmar_Campaign_M4Open
LoadScreenImage = CampaignAngmar_AmonSul_LoadScreen
LoadScreenMusicTrack = SX_BFME2_Ba1Goblin01
MillisecondsAfterStartToStartFadeUp = 1400

; List CarryoverUnits which we don't want to appear at the beginning of the map automatically
; These units don't spawn right away; save them until the scripts ask for them



; These unit don't appear in this map as all; we're using this to hide their existence until later missions
DelayCarryoverSpawningOf = AngmarHwaldar
DelayCarryoverSpawningOf = AngmarKarsh
DelayCarryoverSpawningOf = AngmarMorgramir
DelayCarryoverSpawningOf = AngmarRogash
DelayCarryoverSpawningOf = AngmarWitchking
End

; /////////////////////////////// MISSION 5 ///////////////////////////////
; ////////////////// Please stop trying to shoot the Nuclear Palantir. /////////////////
Mission Darkeye
Map = "MAP ANG Dark Eye"
IntroMovie = Angmar_Campaign_M5Open
LoadScreenImage = CampaignAngmar_Eye_LoadScreen
LoadScreenMusicTrack = R_BbEvil105
MillisecondsAfterStartToStartFadeUp = 1400

; List CarryoverUnits which we don't want to appear at the beginning of the map automatically
; These units don't spawn right away; save them until the scripts ask for them



; These unit don't appear in this map as all; we're using this to hide their existence until later missions
DelayCarryoverSpawningOf = AngmarHwaldar
DelayCarryoverSpawningOf = AngmarKarsh
DelayCarryoverSpawningOf = AngmarMorgramir
DelayCarryoverSpawningOf = AngmarRogash
DelayCarryoverSpawningOf = AngmarWitchking
End

; /////////////////////////////// MISSION 6 ///////////////////////////////
; /////////////////////////// Downs?? //////////////////////////
Mission Barrowdown
Map = "MAP ANG Barrow Downs"
IntroMovie = Angmar_Campaign_M6Open
LoadScreenImage = CampaignAngmar_Barrows_LoadScreen
LoadScreenMusicTrack = SX-EvilExplore1
MillisecondsAfterStartToStartFadeUp = 1400

; List CarryoverUnits which we don't want to appear at the beginning of the map automatically
; These units don't spawn right away; save them until the scripts ask for them



; These unit don't appear in this map as all; we're using this to hide their existence until later missions
DelayCarryoverSpawningOf = AngmarHwaldar
DelayCarryoverSpawningOf = AngmarKarsh
DelayCarryoverSpawningOf = AngmarMorgramir
DelayCarryoverSpawningOf = AngmarRogash
DelayCarryoverSpawningOf = AngmarWitchking
End

; /////////////////////////////// MISSION 7 ///////////////////////////////
; ///////////////////////// And remember kids, mud spelled backwards is dum ////////////////////////
Mission Carndum
Map = "MAP ANG Carn Dum"
IntroMovie = Angmar_Campaign_M7Open
LoadScreenImage = CampaignAngmar_CarnDum_LoadScreen
LoadScreenMusicTrack = R_BbEvil108
MillisecondsAfterStartToStartFadeUp = 1400

; List CarryoverUnits which we don't want to appear at the beginning of the map automatically
; These units don't spawn right away; save them until the scripts ask for them



; These unit don't appear in this map as all; we're using this to hide their existence until later missions
DelayCarryoverSpawningOf = AngmarHwaldar
DelayCarryoverSpawningOf = AngmarKarsh
DelayCarryoverSpawningOf = AngmarMorgramir
DelayCarryoverSpawningOf = AngmarRogash
DelayCarryoverSpawningOf = AngmarWitchking
End

; //////////////////////////////// TURN 8 /////////////////////////////////
; /////////////////////////// I See Dead People! //////////////////////////
Mission Barrowwight
Map = "MAP ANG Barrow Wights"
IntroMovie = Angmar_Campaign_M8Open
LoadScreenImage = CampaignAngmar_Wights_LoadScreen
LoadScreenMusicTrack = SX_BFME2_Ba1Goblin02
MillisecondsAfterStartToStartFadeUp = 1400

; List CarryoverUnits which we don't want to appear at the beginning of the map automatically
; These units don't spawn right away; save them until the scripts ask for them



; These unit don't appear in this map as all; we're using this to hide their existence until later missions
DelayCarryoverSpawningOf = AngmarHwaldar
DelayCarryoverSpawningOf = AngmarKarsh
DelayCarryoverSpawningOf = AngmarMorgramir
DelayCarryoverSpawningOf = AngmarRogash
DelayCarryoverSpawningOf = AngmarWitchking
End

; //////////////////////////////// TURN 9 /////////////////////////////////
; /////////////////////////// Next Stop: Graceland! //////////////////////////
Mission Fornost
Map = "MAP ANG Fornost"
IntroMovie = Angmar_Campaign_M9Open
LoadScreenImage = CampaignAngmar_Fornost_LoadScreen
LoadScreenMusicTrack = SX_BFME2_Ba1Goblin02
MillisecondsAfterStartToStartFadeUp = 1400

; List CarryoverUnits which we don't want to appear at the beginning of the map automatically
; These units don't spawn right away; save them until the scripts ask for them



; These unit don't appear in this map as all; we're using this to hide their existence until later missions
DelayCarryoverSpawningOf = AngmarHwaldar
DelayCarryoverSpawningOf = AngmarKarsh
DelayCarryoverSpawningOf = AngmarMorgramir
DelayCarryoverSpawningOf = AngmarRogash
DelayCarryoverSpawningOf = AngmarWitchking
End
End


LinearCampaign ANGMAR_CAMPAIGN_DEMO
CampaignDisplayNameLabel = CAMPAIGN:ANGMAR ; For save file descriptions

; This lists all the carryover heroes which can be carried from mission to mission.
; Anything which is ever carried from one mission to another needs to be in here, then
; some heroes are suppressed for individual missions
CarryoverUnit = AngmarHwaldar
CarryoverUnit = AngmarKarsh
CarryoverUnit = AngmarMorgramir
CarryoverUnit = AngmarRogash
CarryoverUnit = AngmarWitchking


; A special movie which is played when the campaign starts, BEFORE the first map is loaded
; (all the other movies are played AFTER the loading screen)
;OverallCampaignIntroMovie =

; //////////////////////////////// MISSION 1 ////////////////////////////////
; ////////////////////////// Foundation of Angmar //////////////////////////
Mission Demo
Map = "MAP ANG Rhudaur HSN"
;IntroMovie =
LoadScreenImage = CampaignAngmar_Rhudaur_Loadscreen
LoadScreenMusicTrack = SX_BFME2_Ex1Good01
MillisecondsAfterStartToStartFadeUp = 1400

; List CarryoverUnits which we don't want to appear at the beginning of the map automatically
; These units don't spawn right away; save them until the scripts ask for them

DelayCarryoverSpawningOf = AngmarRogash


; These unit don't appear in this map as all; we're using this to hide their existence until later missions
DelayCarryoverSpawningOf = AngmarHwaldar
DelayCarryoverSpawningOf = AngmarKarsh
DelayCarryoverSpawningOf = AngmarMorgramir
DelayCarryoverSpawningOf = AngmarRogash
DelayCarryoverSpawningOf = AngmarWitchking
End
End


LinearCampaign ANGMAR_BONUS_CAMPAIGN
CampaignDisplayNameLabel = CAMPAIGN:GOOD ; For save file descriptions

; This lists all the carryover heroes which can be carried from mission to mission.
; Anything which is ever carried from one mission to another needs to be in here, then
; some heroes are suppressed for individual missions
CarryoverUnit = ElvenHaldir
CarryoverUnit = GondorGandalf
CarryoverUnit = GondorAragorn
CarryoverUnit = RohanLegolas
CarryoverUnit = RohanGimli
CarryoverUnit = GondorBoromir
CarryoverUnit = RohanPippin
CarryoverUnit = RohanMerry
CarryoverUnit = RohanSam
CarryoverUnit = RohanFrodo
CarryoverUnit = GondorFaramir
CarryoverUnit = RohanTheoden
CarryoverUnit = RohanEowyn
CarryoverUnit = RohanEomer

; A special movie which is played when the campaign starts, BEFORE the first map is loaded
; (all the other movies are played AFTER the loading screen)
OverallCampaignIntroMovie = Angmar_Campaign_Intro

; //////////////////////////////// MISSION 10 ////////////////////////////////
; ////////////////////////// What's the matter? Don't you like trolls? //////////////////////////
Mission Destruction
Map = "MAP ANG Bonus"
IntroMovie = Angmar_Campaign_BonusOpen
LoadScreenImage = CampaignAngmar_Angmar_Loadscreen
LoadScreenMusicTrack = SX_BFME2_Ex1Good01
MillisecondsAfterStartToStartFadeUp = 1400

; List CarryoverUnits which we don't want to appear at the beginning of the map automatically
; These units don't spawn right away; save them until the scripts ask for them



; These unit don't appear in this map as all; we're using this to hide their existence until later missions
DelayCarryoverSpawningOf = ElvenHaldir
DelayCarryoverSpawningOf = GondorGandalf
DelayCarryoverSpawningOf = GondorAragorn
DelayCarryoverSpawningOf = RohanLegolas
DelayCarryoverSpawningOf = RohanGimli
DelayCarryoverSpawningOf = GondorBoromir
DelayCarryoverSpawningOf = GondorFaramir
DelayCarryoverSpawningOf = RohanPippin
DelayCarryoverSpawningOf = RohanMerry
DelayCarryoverSpawningOf = RohanSam
DelayCarryoverSpawningOf = RohanFrodo
DelayCarryoverSpawningOf = RohanTheoden
DelayCarryoverSpawningOf = RohanEowyn
DelayCarryoverSpawningOf = RohanEomer
End

; //////////////////////////////// MISSION 1 ////////////////////////////////
; ////////////////////////// Please don't walk on the fortresses //////////////////////////
Mission Moria
Map = "MAP GOOD Moria"
IntroMovie = Good_Moria_Intro
LoadScreenImage = Campaign230_WP_01
LoadScreenMusicTrack = BaEvil03
MillisecondsAfterStartToStartFadeUp = 1400

; List CarryoverUnits which we don't want to appear at the beginning of the map automatically
; These units don't spawn right away; save them until the scripts ask for them

; These unit don't appear in this map as all; we're using this to hide their existence until later missions
DelayCarryoverSpawningOf = ElvenHaldir
DelayCarryoverSpawningOf = GondorFaramir
DelayCarryoverSpawningOf = RohanTheoden
DelayCarryoverSpawningOf = RohanEowyn
DelayCarryoverSpawningOf = RohanEomer
End

; //////////////////////////////// MISSION 1 ////////////////////////////////
; ////////////////////////// Please don't walk on the fortresses //////////////////////////
Mission Lothlorien
Map = "MAP GOOD Lothlorien"
IntroMovie = Good_Lothlorien_Intro
LoadScreenImage = Campaign231_AD_01_R1
LoadScreenMusicTrack = BaGood12
MillisecondsAfterStartToStartFadeUp = 1400

; List CarryoverUnits which we don't want to appear at the beginning of the map automatically
; These units don't spawn right away; save them until the scripts ask for them

; These unit don't appear in this map as all; we're using this to hide their existence until later missions
DelayCarryoverSpawningOf = GondorFaramir
DelayCarryoverSpawningOf = RohanTheoden
DelayCarryoverSpawningOf = RohanEowyn
DelayCarryoverSpawningOf = RohanEomer
End

; //////////////////////////////// MISSION 1 ////////////////////////////////
; ////////////////////////// Please don't walk on the fortresses //////////////////////////
Mission AmonHen
Map = "MAP GOOD Amon Hen"
IntroMovie = Good_AmonHen_Intro
LoadScreenImage = Campaign218_AD_01_R1
LoadScreenMusicTrack = BaEvil10
MillisecondsAfterStartToStartFadeUp = 1400

; List CarryoverUnits which we don't want to appear at the beginning of the map automatically
; These units don't spawn right away; save them until the scripts ask for them

; These unit don't appear in this map as all; we're using this to hide their existence until later missions
DelayCarryoverSpawningOf = ElvenHaldir
DelayCarryoverSpawningOf = GondorFaramir
DelayCarryoverSpawningOf = RohanTheoden
DelayCarryoverSpawningOf = RohanEowyn
DelayCarryoverSpawningOf = RohanEomer
End

;////////////////////////////
;// Eaves of Fangorn (3)
;////////////////////////////
Mission EavesOfFangorn
Map = "MAP Good Fangorn"
IntroMovie = Good_Fangorn_Intro
LoadScreenImage = Campaign214_WP_01
LoadScreenMusicTrack = BaGood17
MillisecondsAfterStartToStartFadeUp = 1400

; List CarryoverUnits which we don't want to appear at the beginning of the map automatically
; These units don't spawn right away; save them until the scripts ask for them

; These unit don't appear in this map as all; we're using this to hide their existence until later missions
DelayCarryoverSpawningOf = ElvenHaldir
DelayCarryoverSpawningOf = GondorGandalf
DelayCarryoverSpawningOf = GondorAragorn
DelayCarryoverSpawningOf = RohanLegolas
DelayCarryoverSpawningOf = RohanGimli
DelayCarryoverSpawningOf = GondorBoromir
DelayCarryoverSpawningOf = GondorFaramir
DelayCarryoverSpawningOf = RohanSam
DelayCarryoverSpawningOf = RohanFrodo
DelayCarryoverSpawningOf = RohanTheoden
DelayCarryoverSpawningOf = RohanEowyn
DelayCarryoverSpawningOf = RohanEomer
End


; //////////////////////////////// MISSION 1 ////////////////////////////////
; ////////////////////////// Please don't walk on the fortresses //////////////////////////
Mission HelmsDeep
Map = "MAP GOOD Helms Deep"
IntroMovie = Good_HelmsDeep_Intro
LoadScreenImage = Campaign227_AD_01_R1
LoadScreenMusicTrack = ExGood06
MillisecondsAfterStartToStartFadeUp = 1400

; List CarryoverUnits which we don't want to appear at the beginning of the map automatically
; These units don't spawn right away; save them until the scripts ask for them

; These unit don't appear in this map as all; we're using this to hide their existence until later missions
DelayCarryoverSpawningOf = GondorFaramir
DelayCarryoverSpawningOf = RohanPippin
DelayCarryoverSpawningOf = RohanMerry
DelayCarryoverSpawningOf = RohanSam
DelayCarryoverSpawningOf = RohanFrodo
End

; //////////////////////////////// MISSION 1 ////////////////////////////////
; ////////////////////////// Please don't walk on the fortresses //////////////////////////
Mission Isengard
Map = "MAP GOOD Isengard"
IntroMovie = Good_Isengard_Intro
LoadScreenImage = Campaign223_AD_01_R1
LoadScreenMusicTrack = BaEvil09
MillisecondsAfterStartToStartFadeUp = 1400

; List CarryoverUnits which we don't want to appear at the beginning of the map automatically
; These units don't spawn right away; save them until the scripts ask for them

; These unit don't appear in this map as all; we're using this to hide their existence until later missions
DelayCarryoverSpawningOf = ElvenHaldir
DelayCarryoverSpawningOf = GondorGandalf
DelayCarryoverSpawningOf = GondorAragorn
DelayCarryoverSpawningOf = RohanLegolas
DelayCarryoverSpawningOf = RohanGimli
DelayCarryoverSpawningOf = GondorBoromir
DelayCarryoverSpawningOf = GondorFaramir
DelayCarryoverSpawningOf = RohanSam
DelayCarryoverSpawningOf = RohanFrodo
DelayCarryoverSpawningOf = RohanTheoden
DelayCarryoverSpawningOf = RohanEowyn
DelayCarryoverSpawningOf = RohanEomer
End

;////////////////////////////
;// Ithilien (26)
;////////////////////////////
Mission Ithilien
Map = "MAP GOOD Ithilien"
IntroMovie = Good_Ithilien_Intro
LoadScreenImage = Campaign205_WP_01
LoadScreenMusicTrack = BaGood17
MillisecondsAfterStartToStartFadeUp = 1400

; List CarryoverUnits which we don't want to appear at the beginning of the map automatically
; These units don't spawn right away; save them until the scripts ask for them

; These unit don't appear in this map as all; we're using this to hide their existence until later missions
DelayCarryoverSpawningOf = ElvenHaldir
DelayCarryoverSpawningOf = GondorGandalf
DelayCarryoverSpawningOf = GondorFaramir
DelayCarryoverSpawningOf = RohanLegolas
DelayCarryoverSpawningOf = RohanGimli
DelayCarryoverSpawningOf = GondorBoromir
DelayCarryoverSpawningOf = RohanPippin
DelayCarryoverSpawningOf = RohanMerry
DelayCarryoverSpawningOf = RohanSam
DelayCarryoverSpawningOf = RohanFrodo
DelayCarryoverSpawningOf = RohanTheoden
DelayCarryoverSpawningOf = RohanEowyn
DelayCarryoverSpawningOf = RohanEomer

End


; //////////////////////////////// MISSION 1 ////////////////////////////////
; ////////////////////////// Please don't walk on the fortresses //////////////////////////
Mission Osgiliath
Map = "MAP GOOD Osgiliath"
IntroMovie = Good_Osgiliath_Intro
LoadScreenImage = Campaign201_WP_01
LoadScreenMusicTrack = BaGood34
MillisecondsAfterStartToStartFadeUp = 1400

; List CarryoverUnits which we don't want to appear at the beginning of the map automatically
; These units don't spawn right away; save them until the scripts ask for them

; These unit don't appear in this map as all; we're using this to hide their existence until later missions
DelayCarryoverSpawningOf = ElvenHaldir
DelayCarryoverSpawningOf = GondorGandalf
DelayCarryoverSpawningOf = GondorAragorn
DelayCarryoverSpawningOf = RohanLegolas
DelayCarryoverSpawningOf = RohanGimli
DelayCarryoverSpawningOf = GondorBoromir
DelayCarryoverSpawningOf = RohanPippin
DelayCarryoverSpawningOf = RohanMerry
DelayCarryoverSpawningOf = RohanSam
DelayCarryoverSpawningOf = RohanFrodo
DelayCarryoverSpawningOf = RohanTheoden
DelayCarryoverSpawningOf = RohanEowyn
DelayCarryoverSpawningOf = RohanEomer
End

; //////////////////////////////// MISSION 1 ////////////////////////////////
; ////////////////////////// Please don't walk on the fortresses //////////////////////////
Mission MinasTirith
Map = "MAP GOOD Minas Tirith"
IntroMovie = Good_MinasTirith_Intro
LoadScreenImage = Campaign212_AD_01_R1
LoadScreenMusicTrack = BaGood23
MillisecondsAfterStartToStartFadeUp = 1400

; List CarryoverUnits which we don't want to appear at the beginning of the map automatically
; These units don't spawn right away; save them until the scripts ask for them

; These unit don't appear in this map as all; we're using this to hide their existence until later missions
DelayCarryoverSpawningOf = ElvenHaldir
DelayCarryoverSpawningOf = RohanSam
DelayCarryoverSpawningOf = RohanFrodo
End
End

;////////////////////////////
;// Black Gate (31)
;////////////////////////////
Mission BlackGate
Map = "MAP GOOD Black Gate"
IntroMovie = Good_BlackGate_Intro
LoadScreenImage = Campaign232_AD_01_R1
; SkirmishVoiceTrack = GoodIntroBlackGate1
LoadScreenMusicTrack = BaGood23
MillisecondsAfterStartToStartFadeUp = 1400

; List CarryoverUnits which we don't want to appear at the beginning of the map automatically
; These units don't spawn right away; save them until the scripts ask for them

; These unit don't appear in this map as all; we're using this to hide their existence until later missions
DelayCarryoverSpawningOf = ElvenHaldir
DelayCarryoverSpawningOf = RohanSam
DelayCarryoverSpawningOf = RohanFrodo
End
End
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Miraak
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Moddeur confirmé
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Nombre de messages : 294
Age : 16
Location : Lille (France)
Add-On : Oui avec mon mod guerre du nord + le RJrotwk

j'ai aussi BFME1
Date d'inscription : 10/11/2013

MessageSujet: Re: problème ini incompréensible   Jeu 30 Oct - 16:50

les problème ne s'arete pas là je vais tout recomencer mon ini (je pense q'il est corrompu mais ça va me prendre plein de temp)
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Miraak
Moddeur confirmé
Moddeur confirmé
avatar

Nombre de messages : 294
Age : 16
Location : Lille (France)
Add-On : Oui avec mon mod guerre du nord + le RJrotwk

j'ai aussi BFME1
Date d'inscription : 10/11/2013

MessageSujet: Re: problème ini incompréensible   Jeu 30 Oct - 17:56

j'ai recommencer mon ini les autres problèmes ne sont plus présent sauf celle du mission unkown block
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Denescor
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Nombre de messages : 378
Age : 21
Location : Forodwaith... mais plus pour longtemps
Add-On : oui, ne travaille que sur l'Add-On mais je ne possède pas BFME I
Date d'inscription : 28/05/2013

MessageSujet: Re: problème ini incompréensible   Ven 31 Oct - 13:46

Citation :
; //////////////////////////////// MISSION 1 ////////////////////////////////
; ////////////////////////// Please don't walk on the fortresses //////////////////////////
; /////////////////////////////// MISSION 2 ///////////////////////////////
; ///////////////////// No Trolls Allowed /////////////////////
; /////////////////////////////// MISSION 3 ///////////////////////////////
; ///////////////////// Where's Hwaldar? ////////////////////
; /////////////////////////////// MISSION 4 ///////////////////////////////
; ////////////////////////// But the fourth one stayed up //////////////////////////
; /////////////////////////////// MISSION 5 ///////////////////////////////
; ////////////////// Please stop trying to shoot the Nuclear Palantir. /////////////////
; /////////////////////////////// MISSION 6 ///////////////////////////////
; /////////////////////////// Downs?? //////////////////////////
; /////////////////////////////// MISSION 7 ///////////////////////////////
; ///////////////////////// And remember kids, mud spelled backwards is dum ////////////////////////
; //////////////////////////////// TURN 8 /////////////////////////////////
; /////////////////////////// I See Dead People! //////////////////////////
; //////////////////////////////// TURN 9 /////////////////////////////////
; /////////////////////////// Next Stop: Graceland! //////////////////////////
; //////////////////////////////// MISSION 10 ////////////////////////////////
; ////////////////////////// What's the matter? Don't you like trolls? //////////////////////////
J'ai pas trouvé la faille de ton code (à part le ";FILE: LinearCampaignExpansion1.ini (SYSTEM)", ça me parait étrange de mettre un ; devant, ça m'avais l'air utile mais bon Smile) mais par contre j'ai remarqué que les éditeurs d'EA étaient des petits rigolo lol!

_________________

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Miraak
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Nombre de messages : 294
Age : 16
Location : Lille (France)
Add-On : Oui avec mon mod guerre du nord + le RJrotwk

j'ai aussi BFME1
Date d'inscription : 10/11/2013

MessageSujet: Re: problème ini incompréensible   Mar 18 Nov - 18:41

personne vraiment je ne peut plus jouer et continuer mon mod j'aurais besoin d'aide (est il possible que l'ini se corrompe ?)
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Nombre de messages : 36
Add-On : Oui mais n'y joue pas forcément Wink
Date d'inscription : 11/11/2014

MessageSujet: Re: problème ini incompréensible   Mar 18 Nov - 20:25

A priori l'ini ne peut pas se corrompre tout seul, il faut l'implication d'une intelligence extérieure pour cela ^^
Désolé mais je ne me suis pas penché sur le problème de campagne... :/
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Nombre de messages : 294
Age : 16
Location : Lille (France)
Add-On : Oui avec mon mod guerre du nord + le RJrotwk

j'ai aussi BFME1
Date d'inscription : 10/11/2013

MessageSujet: Re: problème ini incompréensible   Mer 7 Jan - 20:29

silvouplait aider moi !! comment je fais maintenant pour terminer mon mod guerre du nord Sad Sad Sad Sad Sad Sad Sad Sad Sad Sad Crying or Very sad Crying or Very sad Crying or Very sad Crying or Very sad Crying or Very sad Crying or Very sad
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Nombre de messages : 294
Age : 16
Location : Lille (France)
Add-On : Oui avec mon mod guerre du nord + le RJrotwk

j'ai aussi BFME1
Date d'inscription : 10/11/2013

MessageSujet: Re: problème ini incompréensible   Sam 21 Mar - 10:54

problème régler il y avait une copie de l'ini dans virtual store et celle ci était bugger le mod guerre du nord 2.0 continue
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