Author Topic: Multiplayer Mod Testing  (Read 1364 times)

Offline hjenterprises

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Multiplayer Mod Testing
« on: March 31, 2009, 04:10:44 PM »
I am wanting to test mods from QB over in MP, how would I go about editing multiplayer to try to load the Mods I want to test in it.
url=http://www.stexcalibur.com][/url

Offline Defiant

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Re: Multiplayer Mod Testing
« Reply #1 on: April 01, 2009, 01:28:57 PM »
what mods

Offline Defiant

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Re: Multiplayer Mod Testing
« Reply #2 on: April 02, 2009, 12:20:00 AM »
Both will require a lot work to become usable in MP.

Offline Defiant

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Re: Multiplayer Mod Testing
« Reply #3 on: April 02, 2009, 12:29:09 PM »
So you can script python yet?

Offline hjenterprises

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Re: Multiplayer Mod Testing
« Reply #4 on: April 02, 2009, 06:59:22 PM »
It has took me awhile to even understand it but for the past several weeks I have been putting together a huge pack of the best of BC mods, over 200 ships, all bridges that work seperatly and just about every Tech mod you can think of, so I have had to move things and modify thing to get them all to work without BC crashing, but to answer your question Im teaching myself and so far had more sucsess than fails.
Im just not sure what to look at to tell multiplayer to run mods.
url=http://www.stexcalibur.com][/url

Offline Defiant

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Re: Multiplayer Mod Testing
« Reply #5 on: April 03, 2009, 12:02:28 AM »
Please first make sure you really understand, and can modify/program to python scripts.

The basics needs to work.
Next, you need to understand how the scripts you want to play with work.

Finally, read my MP scripting tutorial http://bckobayashimaru.de/phpBB3/viewtopic.php?f=30&t=850