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 1.00/B27 to B26 compatibility? 
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Joined: Fri May 28, 2010 2:54 am
Posts: 38
Location: U.S.A.
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Post 1.00/B27 to B26 compatibility?
I was wondering how one would go about making a mod work with the current builds and editing it so it is compatible with B26. While 1.00 and B27 are fine and dandy, I find the fog of war to be annoying, as well as the lack of friendly fire which removed my personal option of playing sandbox style or treating the game like a sort of virtual toybox.


Sun Nov 11, 2012 11:59 pm
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Joined: Sat Feb 03, 2007 7:11 pm
Posts: 1496
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Post Re: 1.00/B27 to B26 compatibility?
For a new modder, this might take a while but here's the general formula:
1. Stick a new mod in an old build's folder.
2. Attempt to play it.
3. Receive Error message
4. Replace problem variable or preset with analogous variable/preset from that build, or delete the line if no analog is found. Start from step 2.

You can learn to mod the game to get rid of those elements too.
A line like:
Code:
SceneMan:LoadUnseenLayer("Base.rte/Null.bmp", Activity.TEAM_1);

In the setup of the scene (or even in the console) ought to get rid of the fog.

There's probably a way to get rid of Friendly Fire, but I can't think of it off the top of my head.


Thu Nov 15, 2012 11:14 pm
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Joined: Sat Nov 03, 2007 9:44 pm
Posts: 1916
Location: Flint Hills
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Post Re: 1.00/B27 to B26 compatibility?
There's a way to cause friendly fire again, but making the AI recognize that shooting teammates is bad would be tough.

You like, movableman particles or something, and then ignoresteamhits=0 or something.


Fri Nov 16, 2012 11:08 pm
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