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CEP 2.3 question


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#1
Vhaeraun Baenre

Vhaeraun Baenre
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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

#2
420

420
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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?

CEP v2.3 doesn't need any edits to the module event scripts to make it "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
Shadooow

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Hey, can anyone send me latest CEP's itempropdef.2da or tell me which lines are safe?

#4
Karvon

Karvon
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In the current 2.3 2da, you can assign anything over line 199 atm to a USER defined property.



Karvon