Nope. I'm too noobish a coder for this.
I tried, honest I did.
My Blueprints.lua cause the map to load super fast
and blank, looks like this (inside /hook/lua/system)
- Code: Select all
do
if not mods then
mods = __active_mods or import('/lua/mods.lua').GetGameMods()
end
for index, moddata in __active_mods do
LOG( 'Active Mod - Directory='..( moddata.location ) )
end
end
That's the whole Blueprints.lua, did not need one till now.
Added this code into the OnPopulate function of the survival map script file
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local mods = __active_mods
LOG('Map Script ... active mods in sim: ', repr(__active_mods))
Then tried referencing it with
- Code: Select all
for index, moddata in __active_mods do
if moddata == 'Survival Mayhem&BO balance' then
Uff...I know it's probably simple...ish, but I'm stuck at 'nope'.
Tthe Blueprints.lua is the culprit for the whole thing not working at all, I guess I need to add something else in it.
Check out my 2 maps: "Survival_Mayhem&BO_3d_v1" "Survival_Mayhem&BO_3d_RPG"
as well as my mod: "Survival Mayhem&BO balance"
-- let me know of any bugs or issues regarding those 3.