NEW RULE... OFFICIAL AS OF TODAY !
#20

delvpier Wrote::wink: of course, I agree with you...

... but I think we need two more things :roll: :

1/ rules are usefull... only if people follow them... and I think we need to be a little bit more disciplined about following rules...

2/ I think we need also rules for objects and above all about naming rules when referencing in static.ini

what are you saying .....

1 all rules are respected here ! .... but only for official map mods ( map d/l section) ... for beta mods
it's entirely up to the author though . I could restrict beta mods too but i bet you guys wouldn't like it ....

2 rule for new objects is here from day one m8 .... you must have missed the sticky thread ;-)

fly_zo Wrote:IF YOUR MOD CONTAINS CUSTOM OBJECTS :


object files

- place your objects into one unique folder and name it objects_"your prefix"

structure :

game root \Mods\ "name with prefix"\3do\....

example :
MODS\Objects_CAN\3do\Buildings\Airdrome\Hangar1_Camo

static.ini

structure:

\MODS\STD\com\maddox\il2\objects\static.ini

- each mod must contain readme file with clear instructions and needed lines ready for copy/paste

- lines for custom objects should contain author's prefix and should be separated from object data

example:

Code:
//===========================================================================
[***]
Title Objects_CAN
//===========================================================================

[buildings.House$AirdromeMaskingnet4]
Title           Airdrome_Maskingnet4
MeshLive        3do/Buildings/Airdrome/Maskingnet4/live.sim
MeshDead        3do/Buildings/Airdrome/Maskingnet4/dead.sim
AddHeightLive 3.1
AlignToLand 0
Body            WoodSmall              // FIXME: need special type 'Cloth'
Panzer          0.0001
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