Which is approprate for a gameplay mod that just changes scripts?
Furthermore if I set it to Single Player, as I did mistakenly in one of my mods, will it function in custom-made campaigns?
Extended Module setting
Débuté par
Rolenka
, janv. 11 2010 04:03
#1
Posté 11 janvier 2010 - 04:03
#2
Posté 11 janvier 2010 - 05:12
If you extend Single player :
- You gain the starting script (Script properties of your module)
- You gain module variables (Variable 2da properties of your module)
- Not usable in custom made campaign
If you extend Game core resources :
- You lost starting script
- You lost module variables
- Usable in all modules
- You gain the starting script (Script properties of your module)
- You gain module variables (Variable 2da properties of your module)
- Not usable in custom made campaign
If you extend Game core resources :
- You lost starting script
- You lost module variables
- Usable in all modules
#3
Posté 11 janvier 2010 - 05:43
Interesting, thanks. And what if you select "none?"
#4
Posté 11 janvier 2010 - 10:20
With "none", you have a standalone module. Consider it like an extend of Single player in term of functionalities.
Whatever you do with modules that extends "none" or "Core game resources", you cannot use any file that belongs to the single player campaign.
In the 2 case above, you can uncheck "Single player" in hierarchy properties of your module. It will hide "Single player" files.
If you want to see "Single player" files, check it and know that all folders which name start with underscore "_" are core resources.
Whatever you do with modules that extends "none" or "Core game resources", you cannot use any file that belongs to the single player campaign.
In the 2 case above, you can uncheck "Single player" in hierarchy properties of your module. It will hide "Single player" files.
If you want to see "Single player" files, check it and know that all folders which name start with underscore "_" are core resources.





Retour en haut







