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  #3151  
Old June 4th, 2003, 04:14 PM
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Default Re: Babylon 5 Mod

Those new armor definitions are just supposed to be cut & pasted over the old armor in the components.txt file...

I didn't include the whole components.txt cause its huge, and there were probably changes to other components by other people.
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  #3152  
Old June 4th, 2003, 05:09 PM

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Default Re: Babylon 5 Mod

That's what I did duder, and it broke my weapons. I'm investigting further
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  #3153  
Old June 4th, 2003, 06:27 PM
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Default Re: Babylon 5 Mod

Watch out for double blank lines... they'll be treated as an end-of-file. (Useful for debugging)
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  #3154  
Old June 4th, 2003, 08:45 PM

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Default Re: Babylon 5 Mod

That's exactly what it was, a big fat double-blank line right after Emissive Armor VI. Thanks a lot duder, I appreciate it.
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  #3155  
Old June 4th, 2003, 09:26 PM
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Default Re: Babylon 5 Mod

How do you define "duder" ? I know (or just think know ) who is a dude. But duder ? somebody who makes dudes
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  #3156  
Old June 4th, 2003, 09:34 PM

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Default Re: Babylon 5 Mod

A duder is a dude... I guess. I dunno really, I just made it up/picked it up
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  #3157  
Old June 4th, 2003, 11:10 PM
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Default Re: Babylon 5 Mod

... duuude.
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  #3158  
Old June 5th, 2003, 01:14 AM

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Default Re: Babylon 5 Mod

I created a new race, but the only difference was that I unchecked the psychic race option and took propulsion experts instead. Also, I checked the other races, and none of them can build weapons either, and they all use emp files that came with the mod.

maybe it has something to do with my components.txt?
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  #3159  
Old June 5th, 2003, 01:19 AM
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Default Re: Babylon 5 Mod

B5 MOD is supposed to be loaded in its own folder with its own components file.

[ June 04, 2003, 12:19: Message edited by: pathfinder ]
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  #3160  
Old June 5th, 2003, 03:00 AM

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Default Re: Babylon 5 Mod

look man, I don't know where your car is
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