[?] How hard would it be to audit a map?
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DavidP
- Posts: 951
- Joined: 2007-03-23 04:20
[?] How hard would it be to audit a map?
Specifically i want to Edit Muttrah to have the Insurgents team instead of Mec in .8 SP. Also I would want to remove/add/change certain things from the Map. Like Spawn points, Cap points, and caches.
173555082
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Rhino
- Retired PR Developer
- Posts: 47909
- Joined: 2005-12-13 20:00
Re: Question. How hard would it be to audit a map?
https://www.realitymod.com/forum/f189-m ... audit.html
if you follow my tut step by step not too hard thou dunno what else you would need to do to get it working with SP and also its slightly out of date.
if you follow my tut step by step not too hard thou dunno what else you would need to do to get it working with SP and also its slightly out of date.
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DavidP
- Posts: 951
- Joined: 2007-03-23 04:20
Re: Question. How hard would it be to audit a map?
Thx. But also another question. Can I make my own kit loadouts for both armies aswell?
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Rhino
- Retired PR Developer
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- Joined: 2005-12-13 20:00
Re: Question. How hard would it be to audit a map?
as in selection kits? ye if you really wanted to i dont see any reason why not, you can have them all sniper in vbf2 
only thing is there may be a issue with python.
only thing is there may be a issue with python.
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DavidP
- Posts: 951
- Joined: 2007-03-23 04:20
Re: Question. How hard would it be to audit a map?
No I mean in weapons. I would like to have Insurgents all using AK's.
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