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It might be useful to have a simple mod management menu, where players can turn on or off the execution of a config that executes other configs which can temporarily change any setting. All cfg files placed in a mods subdirectory in the user dir are listed in a menu with a checkbox, if an entry is checked that config is then executed at startup. This would facilitate things such as custom weapon balances and other modifications which players can easily activate on demand: Currently placing a mod's zip in the user directory will automatically cause it to be executed, a mod can only be disabled by moving its zip to another directory or editing autoexec.cfg.
The text was updated successfully, but these errors were encountered:
an idea to add onto this is to have a priority list so if two "mods" change the same var then the one with highest priority will become active. Similar to resource packs in Minecraft.
an idea to add onto this is to have a priority list so if two "mods" change the same var then the one with highest priority will become active. Similar to resource packs in Minecraft.
In our case that might be best doable using an ordered list where you can drag items above or below others: Ones at the top execute first and override vars set by the previous enabled mods. This should be stated in the menu so everyone is aware of how to position them.
It might be useful to have a simple mod management menu, where players can turn on or off the execution of a config that executes other configs which can temporarily change any setting. All cfg files placed in a mods subdirectory in the user dir are listed in a menu with a checkbox, if an entry is checked that config is then executed at startup. This would facilitate things such as custom weapon balances and other modifications which players can easily activate on demand: Currently placing a mod's zip in the user directory will automatically cause it to be executed, a mod can only be disabled by moving its zip to another directory or editing autoexec.cfg.
The text was updated successfully, but these errors were encountered: