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Re: You know that 'glitch' in CTF to hide objects?
By:FyreWulff
Date: 6/14/13 11:50 pm

: Someone on the se7evnsins forums had asked about how to make or modify a
: script so that you could apply a game type label to an object and then
: have everything with that label be hidden (although either the physics or
: collision models are still there as you can bump up against hidden
: objects).

: So I gave a real brief example on how to do this using the 8team ctf variant
: that I included in the 7z archive. You can read the example here:
: http://www.se7ensins.com/forums/threads/modded-game-types.923345/page-34#post-6945449

: You can also remove/tweak weapon tuning parameters as such information is
: decoded/encoded with the xml. Just search for the "WeaponTuning"
: element in variants from the newer TUs. Later I can post the names of all
: the weapons you can tweak and what most of the values affect if desired.

This is really cool either way, lets people write up their own IDEs if they want without re-inventing the wheel.


Messages In This Thread

Now you too can wield MegaloScriptkornman006/13/13 6:01 am
     Re: Now you too can wield MegaloScriptDHalo6/13/13 10:57 am
     Re: Now you too can wield MegaloScriptpadraig086/13/13 11:26 am
     *Thread Saved*RC Master6/13/13 2:59 pm
     Re: Now you too can wield MegaloScriptFyreWulff6/14/13 3:52 am
           You know that 'glitch' in CTF to hide objects?kornman006/14/13 4:23 am
                 Re: You know that 'glitch' in CTF to hide objects?FyreWulff6/14/13 11:50 pm
     Re: Now you too can wield MegaloScript (Patches)kornman006/15/13 4:18 am

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