The First Official Mod - Now Live!!
Posted: Fri Dec 21, 2012 11:01 pm
So, those of you who have read the 'End of the World' Update topic probably know that I stated that I will try to implement some kind of mod support in BC2.
Well, after many hours of experimenting, testing, failing and testing again I bring you the first ever mod:
Knife Mod
Basically, what it does is disabling all weapons (you will still have your primary weapon due to engine limitations, but even though you can fire your shots don't get registered in the server), disables vehicles and only allows the use of the knife.
I know, it's not much, but it's a start, and I'm really excited to see where this can lead us to!
Now, this mod is not ready for release yet because there is a lot of code that's incomplete, badly hacked together and/or buggy.
So for now, you can play this mod by joining the following server:
Emulator Nexus - Knife Mod
---
And for you developers out there, if you are wondering what it means to you, here's some info:
Mods are basically .NET assemblies that are loaded by the dedicated server on startup.
Here's how Knife Mod currently looks like:
Stay tuned for more updates!
Well, after many hours of experimenting, testing, failing and testing again I bring you the first ever mod:
Knife Mod
Basically, what it does is disabling all weapons (you will still have your primary weapon due to engine limitations, but even though you can fire your shots don't get registered in the server), disables vehicles and only allows the use of the knife.
I know, it's not much, but it's a start, and I'm really excited to see where this can lead us to!
Now, this mod is not ready for release yet because there is a lot of code that's incomplete, badly hacked together and/or buggy.
So for now, you can play this mod by joining the following server:
Emulator Nexus - Knife Mod
---
And for you developers out there, if you are wondering what it means to you, here's some info:
Mods are basically .NET assemblies that are loaded by the dedicated server on startup.
Here's how Knife Mod currently looks like:
Code: Select all
using System;
using System.Collections.Generic;
using Nexus;
namespace ExtensionTest
{
public class KnifeMod : RomeExt
{
public override void OnLoadingLevel(string name, bool is_singleplayer)
{
SetInstantSpawnEnabled(true);
SetVehiclesEnabled(false);
SetAllowedWeapons(new List<string>() { "KNV-1" });
}
}
}
Stay tuned for more updates!