Statistics: Posted by Vashon — 04 Jan 2015, 22:31
Statistics: Posted by Vashon — 03 Jan 2015, 01:11
Statistics: Posted by Vashon — 01 Jan 2015, 01:41
Statistics: Posted by Vashon — 01 Jan 2015, 00:12
BY TOXICFROG
Ok, I found the problem, kind of. I had moved mods.scd to ensure that it wasn't interfering with anything.
The behaviour is weird:
- if mods.scd is absent, it shows up in the mod list, but does not take effect in the campaign
- if mods.scd is present, it doesn't show up (the selectable=false in the sample CampaignBranch overrides it) but does take effect
- if you alter mods.scd so that CampaignBranch shows up in the list, it can be deselected but will never be disabled
As a result of all this, I've finally tracked down where campaign mods are handled: in GetCampaignMods in /lua/mods.lua (and don't I feel like an idiot for not noticing this before). Basically, when playing a map that starts with scca_, it forces the CampaignBranch mod in mods.lua on and all other non-UI mods off.
I've created a workaround for this and released it here; NoRestrictions has been updated accordingly and the first post edited to reflect this. Enjoy.
GetCampaignMods in /lua/mods.lua
Statistics: Posted by Vashon — 25 Dec 2014, 20:06