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  Click here to go to the first staff post in this thread.   Thread: Compiling and running a mod under Windows

  1. #41

    Re: Compiling and running a mod under Windows

    Quote Originally Posted by Bastard View Post
    For Landmines, satchels, dynamite, medpacks, etc, go to G_AddClassSpecificTools in g_client.c (around line 1055 in etpub).
    Edit: You can add primary weapons here, too. If you add a panzer to the medic then he will have his smg and a panzerfaust (and they will both be in weaponbank 3). Take a look at the script and see how some weapons are added on conditions, as skill level rewards - it's not so difficult to f. ex. make an enabling/disabling cvar instead.

    For limbo-weapons just repeat the above process for other weapons.

    thanx for info

    no.

    but you can look in chaos mod.
    (its based on etpub, also copy/paste would be easy)
    thanx scenna will do
    I'm an engineer, lets just asume I'm right...


  2. #42

    Re: Compiling and running a mod under Windows

    but dont forgett the credits




  3. #43

    Re: Compiling and running a mod under Windows

    Quote Originally Posted by Paul View Post
    This source is no longer available. Im getting a DMS error

  4. #44

    Re: Compiling and running a mod under Windows

    Grab it from SD website.

  5. #45

    Re: Compiling and running a mod under Windows

    Sorry this is adding to an old post..

    Just looked at the Chaos Mod Source Code.. Very nice layout there Scenna. Everything is clean and understandable. I think I might reference to that one more than the ET or etpub one if that is okay.

  6. #46

    Re: Compiling and running a mod under Windows

    jo, you can use my mod. i dont support more my chaos mod. i now coding for a other clan/mod.

    You can use the assets too, when the modname is still chaos

    Greetz sCenna.




  7. #47

    Re: Compiling and running a mod under Windows

    Quote Originally Posted by Scennative View Post
    i dont support more my chaos mod.
    You should edit your custom status under your name on these forums

  8. #48

    Re: Compiling and running a mod under Windows

    oO xD thx you. i have forgott these ^^

  9. #49

    Re: Compiling and running a mod under Windows

    I do wish there was a server running it though! Would nice to see it actually while playing...

    Thanks though!

  10. #50

    Re: Compiling and running a mod under Windows

    Quote Originally Posted by Scennative View Post
    oO xD thx you. i have forgott these ^^
    UltraET? A mod I play since I started the game back in 2006 My UltraET folder is above 300 Mo of old and new packages, a great mod. Sad it's way to record XP makes TrackBase not tracking it... I dunno about SL.
    Last edited by Mateos; 26th Oct 2011 at 18:02.

  11. #51

    Re: Compiling and running a mod under Windows

    Quote Originally Posted by Mateos View Post
    UltraET? A mod I play since I started the game back in 2006 My UltraET folder is above 300 Mo of old and new packages, a great mod. Sad it's way to record XP makes TrackBase not tracking it... I dunno about SL.
    SL: http://et.splatterladder.eu/?mod=ses...&idx=214652896
    Works!
    http://et.trackbase.net/index.php?mo...o&idx=29702300
    Nop!

    1337-0 for SL

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