You can use the net/split screen options to store it but there is no apparent way to retrieve it. However, I've not seen any information on how to store more complex pieces of data, such as an array.įor instance, I am trying to test out the ability to save and reload a node array, but am unsure how to go about it in a way that allows both reading and writing. I did a search on here and found the way to add simple custom settings to a CAS file's net/split screen options, which can store either a string or checksum name. One thing I'm also wondering about is the ability to save and reload custom data. This allows the night-time lighting effects and such, though it only happens on the client side of course. THUG2 seems to have introduced some sort of 'TOD Manager', which is absent in THUG, so enabling time-of-day online is as simple as removing a condition on NetGame in /engine/menu/timeofday.qb. That is to say, you have to press them concurrently, so if you are going up to a QP holding one spin key (typically the case), you can press the other and you will only trigger the spine transfer/acid drop. This unfortunately means that it has the same key binding as walk, however I've mitigated the issue by increasing the sensitivity of the walk keys. I've been modding PS2-style controls into the game, and I can get everything converted but spine transfer/acid drop.
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