![]() ![]() ![]() But if you implement it properly, you can run the mod side-by-side with the vanilla game without issues. The second is to implement the properties from the mod, which means a lot of work in the gamelogic folder. This way scales linearly in difficulty with the amount of entities that need adjusting. First is adjusting the entities (guns, constructions, vehicles, etc.) to CtA standard formatting, so that instead of trying to load from unimplemented properties, they load from the base game ones. Now you have at least two ways of making the mod work. That's due to the differences in the game logic (or gamelogic, as the folder is named) between the two games. If you try to run the game with the main instance or the editor, you will experience a crash. pat files, then for ease of overview consider unpacking the patch and merging it with the main mod.Īt this point, you have theoretically imported a MoW mod into CtA. If the mods are using patches in the forms of. When that's done, copy the files from the MoW mod folder to CtA mod folder, keeping the folder structure that the current GEM engine uses. The template mod is good enough, since it has a proper mod.info file for us to use. ![]() The first thing is to make a new mod in CtA and load it to your instance. The difficulty is dependent on how well you are acquainted with the GEM engine under the hood Let's assume you have no desire to publish anything so we can skip asking for permission from the mod creators and focus on the technical side. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |