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Re: SSGM plug-in release; Base Defence [message #277843 is a reply to message #273794] |
Wed, 08 August 2007 07:36 |
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reborn
Messages: 3231 Registered: September 2004 Location: uk - london
Karma: 0
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General (3 Stars) |
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You need to be running SSGM (preferably 2.02) and also read the readme.txt for instructions on how to edit your SSGM.ini file to include the plugin. Are you doing that?
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Re: SSGM plug-in release; Base Defence [message #278414 is a reply to message #273794] |
Sat, 11 August 2007 08:48 |
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reborn
Messages: 3231 Registered: September 2004 Location: uk - london
Karma: 0
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General (3 Stars) |
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Not only do I not understand, but I doubt I could help anyway.
Perhaps WhiteDragon might be able to shed some light.. He is the only reason a linux version exists at all.
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Re: SSGM plug-in release; Base Defence [message #278791 is a reply to message #273794] |
Mon, 13 August 2007 08:23 |
AlienWorkShop
Messages: 36 Registered: December 2004
Karma: 0
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Recruit |
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This mod is currently working fine on my server:
[NE]Public Warzone
Anyways, Reborn...
Do you think its possible to remove all NOD turrets from a map and replace them with your purchaseable ones, be good to have GDI and NOD base defences in lets say CnC_Field for example.
Thanks
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Re: SSGM plug-in release; Base Defence [message #278955 is a reply to message #273794] |
Tue, 14 August 2007 04:00 |
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reborn
Messages: 3231 Registered: September 2004 Location: uk - london
Karma: 0
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General (3 Stars) |
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The plug-in currently works the same way as black-cell's turrets and guard towers do.
However the first incarnation I made worked exactly as he described.
I don't think it is better how he descried so I will make the small changes needed and send it to him, I will not need WhiteDragons help on this one as he doesn't run a linux server and I don't intend on releasing it, as in my honest opinion it is better as it is.
If he wants that is...
[Updated on: Tue, 14 August 2007 04:01] Report message to a moderator
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