My mod still uses the old CEP 2.1 version... do I have to edit any of my module event scripts for CEP 2.3 to work? that could be a real pain and a lot of work...
the reason I ask is in the cep 2.3 post on the vault it says this :
CRP Scripts missing from the crp_s hak needed to use other than the default CEP shipped settings.
OnAcquireItem -- mod_aquire
OnActivateItem -- mod_activate
OnClientEnter -- mod_enter
OnHeartbeat -- mod_hb
OnModuleLoad -- mod_load
OnPlayerDeath -- mod_death
onPlayerDying -- mod_dying
OnPlayerEquipItem -- mod_equip
OnPlayerRespawn -- mod_respawn
OnPlayerRest -- mod_rest
OnPlayerUnEquipItem - mod_unequip
OnUnAcquireItem -- mod_unaquired
CEP 2.3 question
Débuté par
Vhaeraun Baenre
, nov. 27 2010 08:01
#1
Posté 27 novembre 2010 - 08:01
#2
Posté 28 novembre 2010 - 12:34
CEP v2.3 doesn't need any edits to the module event scripts to make it "work."Vhaeraun Baenre wrote...
My mod still uses the old CEP 2.1 version... do I have to edit any of my module event scripts for CEP 2.3 to work?
However, if you want to activate the various C.R.A.P. systems added in CEP v2.2 then you'll have to edit the module event scripts as shown in cepv22_crp_Starter.mod.
-420
Modifié par 420, 28 novembre 2010 - 12:35 .
#3
Posté 26 février 2011 - 11:14
Hey, can anyone send me latest CEP's itempropdef.2da or tell me which lines are safe?
#4
Posté 26 février 2011 - 06:25
In the current 2.3 2da, you can assign anything over line 199 atm to a USER defined property.
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