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radiant error

Posted: Wed Apr 09, 2003 4:11 pm
by tuffstuff7
ok i was installing radiant on my other pc along with mbuilder and mbuilder got it but theni went to radiant and when i try to open it i get an error like

error could not load aidialog.cfg


ummmmmmm what is this do i need to uninstall radiant and reinstall?

Posted: Wed Apr 09, 2003 5:02 pm
by General Death
Did you install it or just copy it from one pc to the other....you can do that btw. Weird if you installed it that it would leave that one file out.

Posted: Wed Apr 09, 2003 5:07 pm
by tuffstuff7
i installed both radiant and mohaa no copy so should i reinstal mohaa? is that the point you are making?

Posted: Wed Apr 09, 2003 5:16 pm
by General Death
nah...just copy the .cfg file from one pc to the other....its located where you installed the mohr :)

This is all that it is:

// behavior-specific key pairs have the following syntax:
//
// <keyname> string "<default_string>" ? help_text
// <keyname> value <default> <min> <max> <slow_spin> <fast_spin> ? help_text
//
// min, max, slow_spin, and fast_spin must be integers

// keys for curious should be placed in type_idle

type_idle
{
idle
{
sound_awareness value 100 0 100 1 10 ? percent chance to notice a sound within half the sound's range, fades to zero outside range
noticescale value 100 1 500 5 10 ? multiplier in time to notice an enemy (default 100, half as big notices twice as fast)
fixedleash value 0 0 1 1 1 ? if non-zero, the leash will never auto-reset; if zero, the leash may auto-reset
enemysharerange value 0 0 16384 16 256 ? sets the range outside which the AI will not receive notification that a teammate has a new enemy
voicetype string "" ? letter for the AI's voice type; leave blank for a random voice each map
}

patrol
{
patrolpath string "" ? name of a pathnode or waypoint to use as the patrol path
waittrigger value 0 0 1 1 1 ? set to 1 to wait until triggered
sound_awareness value 100 0 100 1 10 ? percent chance to notice a sound within half the sound's range, fades to zero outside range
noticescale value 100 1 500 5 10 ? multiplier in time to notice an enemy (default 100, half as big notices twice as fast)
fixedleash value 0 0 1 1 1 ? if non-zero, the leash will never auto-reset; if zero, the leash may auto-reset
enemysharerange value 0 0 16384 16 256 ? sets the range outside which the AI will not receive notification that a teammate has a new enemy
voicetype string "" ? letter for the AI's voice type; leave blank for a random voice each map
}

runner
{
patrolpath string "" ? name of a pathnode or waypoint to use as the patrol path
waittrigger value 0 0 1 1 1 ? set to 1 to wait until triggered
sound_awareness value 100 0 100 1 10 ? percent chance to notice a sound within half the sound's range, fades to zero outside range
noticescale value 100 1 500 5 10 ? multiplier in time to notice an enemy (default 100, half as big notices twice as fast)
fixedleash value 0 0 1 1 1 ? if non-zero, the leash will never auto-reset; if zero, the leash may auto-reset
enemysharerange value 0 0 16384 16 256 ? sets the range outside which the AI will not receive notification that a teammate has a new enemy
voicetype string "" ? letter for the AI's voice type; leave blank for a random voice each map
}

machinegunner
{
turret string "" ? name of turret being used
sound_awareness value 100 0 100 1 10 ? percent chance to notice a sound within half the sound's range, fades to zero outside range
noticescale value 100 1 500 5 10 ? multiplier in time to notice an enemy (default 100, half as big notices twice as fast)
fixedleash value 0 0 1 1 1 ? if non-zero, the leash will never auto-reset; if zero, the leash may auto-reset
enemysharerange value 0 0 16384 16 256 ? sets the range outside which the AI will not receive notification that a teammate has a new enemy
voicetype string "" ? letter for the AI's voice type; leave blank for a random voice each map
}

balcony_idle
{
sound_awareness value 100 0 100 1 10 ? percent chance to notice a sound within half the sound's range, fades to zero outside range
noticescale value 100 1 500 5 10 ? multiplier in time to notice an enemy (default 100, half as big notices twice as fast)
fixedleash value 0 0 1 1 1 ? if non-zero, the leash will never auto-reset; if zero, the leash may auto-reset
enemysharerange value 0 0 16384 16 256 ? sets the range outside which the AI will not receive notification that a teammate has a new enemy
voicetype string "" ? letter for the AI's voice type; leave blank for a random voice each map
balconyheight value 128 0 1024 16 64 ? minimum height AI must fall to do a balcony death
}
}

type_attack
{
turret
{
accuracy value 20 0 100 1 10 ? percent chance to hit
ammo_grenade value 0 0 4 1 1 ? number of grenades the guy starts with
}

cover
{
accuracy value 20 0 100 1 10 ? percent chance to hit
ammo_grenade value 0 0 4 1 1 ? number of grenades the guy starts with
}

alarm
{
alarmnode string "" ? name of entity to use as alarm node
alarmthread string "" ? thread to call when actor reaches alarm node
accuracy value 20 0 100 1 10 ? percent chance to hit
ammo_grenade value 0 0 4 1 1 ? number of grenades the guy starts with
}

machinegunner
{
turret string "" ? name of turret being used
accuracy value 100 0 100 1 10 ? percent chance to hit
ammo_grenade value 0 0 4 1 1 ? number of grenades the guy starts with
}

balcony_attack
{
accuracy value 100 0 100 1 10 ? percent chance to hit
ammo_grenade value 0 0 4 1 1 ? number of grenades the guy starts with
}

weaponless
{
ammo_grenade value 0 0 4 1 1 ? number of grenades the guy starts with
}
}

type_disguise
{
salute
{
disguise_range value 256 32 16384 32 128 ? maximum distance AI can be for them to do disguise behavior
disguise_period value 15 1 3600 1 10 ? minimum time between repititions of disguise behavior
}

sentry
{
disguise_range value 256 32 16384 32 128 ? maximum distance AI can be for them to do disguise behavior
disguise_accept_thread string "" ? thread to call when actor reaches alarm node
disguise_period value 15 1 3600 1 10 ? minimum time between repititions of disguise behavior
disguise_level value 1 1 2 1 1 ? level of papers required for success
}

officer
{
disguise_range value 256 32 16384 32 128 ? maximum distance AI can be for them to do disguise behavior
disguise_period value 15 1 3600 1 10 ? minimum time between repititions of disguise behavior
}

rover
{
disguise_range value 256 32 16384 32 128 ? maximum distance AI can be for them to do disguise behavior
disguise_period value 15 1 3600 1 10 ? minimum time between repititions of disguise behavior
}

none
{
}

machinegunner
{
}

balcony_disguise
{
}
}

type_grenade
{
grenade
{
gren_awareness value 10 0 100 1 10 ? chance that an AI will notice a grenade when they can see it
}

machinegunner
{
}

balcony_grenade
{
}
}

Posted: Wed Apr 09, 2003 5:25 pm
by tuffstuff7
ok ummmmmmmm will this appear as an icon or folder or do i have to look for that script for lack of a better term?

Posted: Wed Apr 09, 2003 6:26 pm
by tuffstuff7
ok where is this file even located in the pak files if not i see it no where on the other one

Posted: Wed Apr 09, 2003 6:42 pm
by General Death
no...its where you installed the mohr....a file named "aidialog.cfg". Its in the same location the "mohradiant.exe" is :)

Posted: Wed Apr 09, 2003 7:21 pm
by tuffstuff7
lol just going here to post that i found that out and it was not an error like i thought i set up a folder on that desk top for maptools and instead of making a shortcut to radiant i copied the icon my bad made a shortcut and all is well ty Gereral

Posted: Wed Apr 09, 2003 8:20 pm
by General Death
hehe...np man...glad its fixed :)