- User Since
- Apr 6 2020, 12:10 PM (155 w, 1 d)
Dec 27 2022
Jun 25 2022
Does this mean the original back end mechanics of linking map objects to "Static" config will be the way it was?
Jun 16 2022
Apr 30 2022
Nov 16 2020
Thats a bummer since SOO many modders are effected by this.. and its only getting worse as more mods are being released..
here... this will do most of it on the vanilla side..
Nov 14 2020
This has also plagued one of my up coming mods as well.. this feature works on ANY other base class EXCEPT anything inherited from Car. Can this be a script inheritance issue? In my mod, when you attach the base item to the car in ANY slot.. its attachments are not visible, however oyu can still target and interact with said attachments....
Is there ANY progress on this issue.. mods are becoming more and more conflicting with each other for this VERY reason...
Oct 21 2020
Its not really an issue of modders being lazy.
we as creators need a base format we can all build off of.
having 20 diff mods, with the same class define would be ridiculous to have 20 diff #defines and #ifDefs just for one class object. you cant ask modders to do this.
i understand creating a scripted class would be alot, but its WAY less than the compile limit of 2158 or whatever its. it could just be all the standard already defined plus all the buildings. House and HouseNoDestruct. in one fail swoop, ALL modders with defined class objects would just need to switch to 'modded class' and its done.
Oct 18 2020
Apr 13 2020
Are you defining the model in the cpp class or no?
can you please explain how.. as the method described above does not work at all...
HOWEVER this method works perfectly on Land_Models defines.. or anything other config defined object
Apr 6 2020
"Engine Class 'Object' can not be modded"