It's probably possible in the blueprint parser script..
I will look into that.
See, when you want, you can actually contribute in a positive way.
Forged Alliance Forever Forums
Nossa wrote:I've never played GPG or even heard of FA until FAF started blowing up.
# First, a mod can simply add a new blueprint file that defines a new blueprint.
#
# Second, a mod can contain a blueprint with the same ID as an existing blueprint.
# In this case it will completely override the original blueprint. Note that in
# order to replace an original non-unit blueprint, the mod must set the "BlueprintId"
# field to name the blueprint to be replaced. Otherwise the BlueprintId is defaulted
# off the source file name. (Units don't have this problem because the BlueprintId is
# shortened and doesn't include the original path).
# Third, a mod can can contain a blueprint with the same ID as an existing blueprint,
# and with the special field "Merge = true". This causes the mod to be merged with,
# rather than replace, the original blueprint.
#
# Finally, a mod can hook the ModBlueprints() function which manipulates the
# blueprints table in arbitrary ways.
# 1. create a file /mod/s.../hook/system/Blueprints.lua
# 2. override ModBlueprints(all_bps) in that file to manipulate the blueprints
#
# Reloading of changed blueprints
#
# When the disk watcher notices that a .bp file has changed, it calls
# ReloadBlueprint() on it. ReloadBlueprint() repeats the above steps, but with
# original_blueprints containing just the one blueprint.
#
# Changing an existing blueprint is not 100% reliable; some changes will be picked
# up by existing units, some not until a new unit of that type is created, and some
# not at all. Also, if you remove a field from a blueprint and then reload, it will
# default to its old value, not to 0 or its normal default.
Nossa wrote:I've never played GPG or even heard of FA until FAF started blowing up.
Ze_PilOt wrote:there is no difference with a featured at all
Nossa wrote:I've never played GPG or even heard of FA until FAF started blowing up.
Ze_PilOt wrote:There is really not special code for mods.
Ze_PilOt wrote:Here is code I've received from the original GW team when I've started FAF.
I was sadly way ahead of what it does at that time, but it should give you a good start.
From there, you just need to implement a livereplay server, a map/replay vault and blogs, should be fairly easy.
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Nossa wrote:I've never played GPG or even heard of FA until FAF started blowing up.
dstojkov wrote:Can you try to get the missing part from this GW team ?
Nossa wrote:I've never played GPG or even heard of FA until FAF started blowing up.
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