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TGE Mac Help

Modding questions, answers, help.....

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Cylicon460
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TGE Mac Help

Post by Cylicon460 »

I've wanted to start modding for a while now, and was able to do it a year ago, but have since gotten a new computer. I'm on a Mac, and I've done the tutorials but F11 (as well as all the other function keys besides 5, 6, and 13-19) are taken up with commands, and CTRL, CMD, and ALT will not work with them. If anyone has found a way to get around this, I'd be really thankful.

Thanks,
Cy

Hmm... maybe this should have gone in the help forum...
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Re: TGE Mac Help

Post by 00E »

alright System, Easy Fix! I Had this problem too so your not the only one :thumbup:

Go To System Prefrences The Application...

Go To Keyboard And Mouse On The Second Row

Make Sure Once There at the top Highlighted in Blue is "Keyboard Shortcuts"

Once That's Clicked Scroll down the list until you find the Command for F11

It Should have a check mark Then The Word Desktop Then F11

Click the Check Marked Box to deactivate it

The Text Should Then Turn Gray and it's deactivated

Finally go to The TGE Demo and Fire Away! :thumbup:

Your Good To Go!
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Cylicon460
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Re: TGE Mac Help

Post by Cylicon460 »

Thanks! About to test it.
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Re: TGE Mac Help

Post by 00E »

Tell Me When It Works! :thumbup:
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Re: TGE Mac Help

Post by Cylicon460 »

It does. Look out for some mods by me in the near future!
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Re: TGE Mac Help

Post by 00E »

lol Good Luck!
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Re: TGE Mac Help

Post by Cylicon460 »

So, when I try and open the mission it says,
TT Game wrote:Blah blah blah, don't have the right stuff, blah blah blah, could not connect, blah blah blah...!
This may be because I didn't put in a Spawn Point? But then I copied the spawn from another mission (TT1_1.mis):

Code: Select all

 };
   new SimGroup(PlayerDropPoints) {

      new SimGroup(GreenPlayerDropPoints) {

         new SpawnSphere() {
            position = "119.659 103.336 121.291";
            rotation = "0 0 1 194.233";
            scale = "1 1 1";
            dataBlock = "SpawnSphereMarker";
            radius = "1";
               lockCount = "0";
               indoorWeight = "100";
               locked = "false";
               outdoorWeight = "100";
               sphereWeight = "100";
               homingCount = "0";
and added it to cyl01.mis so it looked like this:

Code: Select all

//--- OBJECT WRITE BEGIN ---
new SimGroup(MissionGroup) {
   canSaveDynamicFields = "1";

   new ScriptObject(MissionInfo) {
         author = "dash";
         name = "Cyl01 :: Fleeting Plains";
   };
   new MissionArea(MissionArea) {
      canSaveDynamicFields = "1";
      area = "-280 -312 576 576";
      flightCeiling = "300";
      flightCeilingRange = "20";
         floor = "118";
   };
   new Sky(Sky) {
      canSaveDynamicFields = "1";
      position = "336 136 0";
      rotation = "1 0 0 0";
      scale = "1 1 1";
      materialList = "~/data/skies/sky_day.dml";
      cloudHeightPer[0] = "7";
      cloudHeightPer[1] = "0.3";
      cloudHeightPer[2] = "0.199973";
      cloudSpeed1 = "0.002";
      cloudSpeed2 = "0.001";
      cloudSpeed3 = "0.003";
      visibleDistance = "1600";
      fogDistance = "1000";
      fogColor = "0.05 0.1 0.4 0";
      fogStorm1 = "0";
      fogStorm2 = "1";
      fogStorm3 = "0";
      fogVolume1 = "1 1 1";
      fogVolume2 = "1 1 1";
      fogVolume3 = "1 -100 118";
      fogVolumeColor1 = "1 1 1 1";
      fogVolumeColor2 = "1 1 1 1";
      fogVolumeColor3 = "1 1 1 1";
      windVelocity = "1 1 0";
      windEffectPrecipitation = "0";
      SkySolidColor = "0.64 0.148 0.215 0";
      useSkyTextures = "1";
      renderBottomTexture = "1";
      noRenderBans = "0";
         locked = "true";
   };
   new Sun() {
      canSaveDynamicFields = "1";
      azimuth = "0";
      elevation = "35";
      color = "1 1 0.7 1";
      ambient = "0.6 0.6 0.6 1";
      CastsShadows = "1";
         direction = "0.635001 0.635001 -0.439941";
         locked = "true";
         position = "0 0 0";
         scale = "1 1 1";
         rotation = "1 0 0 0";
   };
   new TerrainBlock(terrain) {
      canSaveDynamicFields = "1";
      rotation = "1 0 0 0";
      scale = "1 1 1";
      detailTexture = "./terrains/details/detail1";
      terrainFile = "./D10.ter";
      squareSize = "8";
      bumpScale = "1";
      bumpOffset = "0.01";
      zeroBumpScale = "8";
      tile = "1";
         locked = "true";
         position = "-1024 -1024 0";
//--
   };
   new SimGroup(PlayerDropPoints) {

      new SimGroup(GreenPlayerDropPoints) {

         new SpawnSphere() {
            position = "119.659 103.336 121.291";
            rotation = "0 0 1 194.233";
            scale = "1 1 1";
            dataBlock = "SpawnSphereMarker";
            radius = "1";
               lockCount = "0";
               indoorWeight = "100";
               locked = "false";
               outdoorWeight = "100";
               sphereWeight = "100";
               homingCount = "0";
      }:
//--
      new SimGroup(GreenPlayerDropPoints) {
         canSaveDynamicFields = "1";
      };
      new SimGroup(BluePlayerDropPoints) {
         canSaveDynamicFields = "1";
      };
   };
};
//--- OBJECT WRITE END ---
Of course it didn't work, but how do I fix it so it WILL work?
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Re: TGE Mac Help

Post by 00E »

Did you want the mission your loading to be D10?
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Metal
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Re: TGE Mac Help

Post by Metal »

I don't get it, althrough I'm not a MAC, also make sure your terrain is called "D10.ter" You can change it here:

"terrainFile = "./D10.ter";" Also when it's D10.ter, you gotta have a ter called like that.
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Re: TGE Mac Help

Post by Cylicon460 »

Hold on, I think I did something wrong.
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