small Prob with FLMM
Hello folks,
I'm quite new to modding FL, so I decided to take a look at a few mods I use myself and then get modding myself.
I tried to get FLMM to change some lines inside pilots_populations.ini to get the AI to use Shieldbatteries and Nanos, but FLMM won't replace the sections, a part of the Code follows below:
[<--19 other options-->
<option name="AI Repairs Ship" savesafe="true">
<item id="0" name="No">
</item>
<item id="1" name="Okay">
</item>
</option>
[<--some more options-->
<data file="data\missions\pilots_population.ini" method="sectionreplace" options="20:1">
<section>
[Pilot
nickname = pilot_military_easy
gun_id = gun_military_easy_style_a
missile_id = missile_fighter_easy_style_a
evade_dodge_id = evade_dodge_fighter_horiz_easy
evade_break_id = evade_break_fighter_style_a
buzz_head_toward_id = buzz_head_toward_fighter_horiz
buzz_pass_by_id = buzz_pass_by_fighter_style_a
trail_id = trail_fighter_style_a
strafe_id = strafe_fighter_style_a
engine_kill_id = engine_kill_fighter_style_a
mine_id = mine_light_fighter_a
countermeasure_id = countermeasure_handicap_3
damage_reaction_id = damage_reaction_fighter_style_a
missile_reaction_id = missile_reaction_fighter_style_a
formation_id = formation_stay
</section>
<dest>
repair_id = repair_fighter_never
</dest>
<source>
repair_id = repair_fighter_both
</source>
<section>
[Pilot
nickname = pilot_police_easy
gun_id = gun_fighter_easy_style_a
missile_id = missile_fighter_easy_style_a
evade_dodge_id = evade_dodge_fighter_horiz2_easy
evade_break_id = evade_break_fighter_style_a
buzz_head_toward_id = buzz_head_toward_fighter_horiz2
buzz_pass_by_id = buzz_pass_by_fighter_style_a
trail_id = trail_fighter_style_a
strafe_id = strafe_fighter_style_a
engine_kill_id = engine_kill_fighter_style_a
mine_id = mine_light_fighter_a
countermeasure_id = countermeasure_handicap_3
damage_reaction_id = damage_reaction_fighter_style_a
missile_reaction_id = missile_reaction_fighter_style_a
formation_id = formation_stay
</section>
<dest>
repair_id = repair_fighter_never
</dest>
<source>
repair_id = repair_fighter_both
</source>
[<--some more following-->
</data>
Well, FLMM doesn't report any errors whilst startup or activation, so I guessed it'd work, but if I open the .ini with BiniQDU I see that the line wasn't replaced.
What did I do wrong?
I'm quite new to modding FL, so I decided to take a look at a few mods I use myself and then get modding myself.
I tried to get FLMM to change some lines inside pilots_populations.ini to get the AI to use Shieldbatteries and Nanos, but FLMM won't replace the sections, a part of the Code follows below:
[<--19 other options-->
<option name="AI Repairs Ship" savesafe="true">
<item id="0" name="No">
</item>
<item id="1" name="Okay">
</item>
</option>
[<--some more options-->
<data file="data\missions\pilots_population.ini" method="sectionreplace" options="20:1">
<section>
[Pilot
nickname = pilot_military_easy
gun_id = gun_military_easy_style_a
missile_id = missile_fighter_easy_style_a
evade_dodge_id = evade_dodge_fighter_horiz_easy
evade_break_id = evade_break_fighter_style_a
buzz_head_toward_id = buzz_head_toward_fighter_horiz
buzz_pass_by_id = buzz_pass_by_fighter_style_a
trail_id = trail_fighter_style_a
strafe_id = strafe_fighter_style_a
engine_kill_id = engine_kill_fighter_style_a
mine_id = mine_light_fighter_a
countermeasure_id = countermeasure_handicap_3
damage_reaction_id = damage_reaction_fighter_style_a
missile_reaction_id = missile_reaction_fighter_style_a
formation_id = formation_stay
</section>
<dest>
repair_id = repair_fighter_never
</dest>
<source>
repair_id = repair_fighter_both
</source>
<section>
[Pilot
nickname = pilot_police_easy
gun_id = gun_fighter_easy_style_a
missile_id = missile_fighter_easy_style_a
evade_dodge_id = evade_dodge_fighter_horiz2_easy
evade_break_id = evade_break_fighter_style_a
buzz_head_toward_id = buzz_head_toward_fighter_horiz2
buzz_pass_by_id = buzz_pass_by_fighter_style_a
trail_id = trail_fighter_style_a
strafe_id = strafe_fighter_style_a
engine_kill_id = engine_kill_fighter_style_a
mine_id = mine_light_fighter_a
countermeasure_id = countermeasure_handicap_3
damage_reaction_id = damage_reaction_fighter_style_a
missile_reaction_id = missile_reaction_fighter_style_a
formation_id = formation_stay
</section>
<dest>
repair_id = repair_fighter_never
</dest>
<source>
repair_id = repair_fighter_both
</source>
[<--some more following-->
</data>
Well, FLMM doesn't report any errors whilst startup or activation, so I guessed it'd work, but if I open the .ini with BiniQDU I see that the line wasn't replaced.
What did I do wrong?