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			| Re: SCripts request [message #203906 is a reply to message #203903] | Wed, 14 June 2006 19:32   |  
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					|  ghost Messages: 437
 Registered: May 2005
 Location: California
 
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	| I find no use for that. All the scripts i need are already there. Unless my "idea" is taken under consideration... 
 
  Please visit my forums at: RenForce
 Creator of the CrazyAOW Mod
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			| Re: SCripts request [message #203920 is a reply to message #203903] | Thu, 15 June 2006 00:20   |  
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					|  dead6re Messages: 602
 Registered: September 2003
 
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	| The scripts.dll/scripts2.dll/bhs.dll do work in Level Edit. Once you have opened Level Edit and created a new mod package follow the following steps: 
 1) Navigate to your mod package directory, e.g. C:\Program Files\RenegadePublicTools\Level Edit\<ModPackageName>\
 2) Create a directory called "scripts"
 3) Copy and paste all your dlls into the new folder, "scripts"
 4) Open Level Edit and select your package.
 
 I hope that is what you would like. I'm a bit sleepy :/
 
 Let all your wishes be granted except one, so you will still have something to strieve for.
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			| Re: SCripts request [message #203951 is a reply to message #203903] | Thu, 15 June 2006 07:01   |  
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	| The other option is to download http://users.tpgi.com.au/adsloptd/LevelEdit.zip and use that. Among other fixes, it contains code to read the scripts.dll directly from the renegade folder, bypassing the need to create a scripts folder in your mod package etc etc.
 
 
 Jonathan Wilson aka Jonwil
 Creator and Lead Coder of the Custom scripts.dll
 Renegade Engine Guru
 Creator and Lead Coder of TT.DLL
 Official member of Tiberian Technologies
 
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			| Re: SCripts request [message #203962 is a reply to message #203951] | Thu, 15 June 2006 08:19   |  
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					|  dead6re Messages: 602
 Registered: September 2003
 
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	| | jonwil wrote on Thu, 15 June 2006 10:01 |  | The other option is to download http://users.tpgi.com.au/adsloptd/LevelEdit.zip and use that.
 Among other fixes, it contains code to read the scripts.dll directly from the renegade folder, bypassing the need to create a scripts folder in your mod package etc etc.
 
 
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 Does it check the Level Edit Scripts directory first?
 
 Let all your wishes be granted except one, so you will still have something to strieve for.
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			| Re: SCripts request [message #203983 is a reply to message #203903] | Thu, 15 June 2006 10:35   |  
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					|  ghost Messages: 437
 Registered: May 2005
 Location: California
 
	Karma: 0
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	| Im happy as is when making the folder... But this idea might be a good idea.
 
 
  Please visit my forums at: RenForce
 Creator of the CrazyAOW Mod
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			| Re: SCripts request [message #204032 is a reply to message #203903] | Thu, 15 June 2006 15:47   |  
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	| No it does not check the leveledit folder first. 
 
 Jonathan Wilson aka Jonwil
 Creator and Lead Coder of the Custom scripts.dll
 Renegade Engine Guru
 Creator and Lead Coder of TT.DLL
 Official member of Tiberian Technologies
 
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			| Re: SCripts request [message #204208 is a reply to message #203903] | Fri, 16 June 2006 20:57   |  
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				|  |  theplague Messages: 261
 Registered: May 2004
 
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	| -_- renegade folder, so whenever i add a script to scripts.dll, i have to replace the original with the modded, and then after using level edit, replace the modded with the original? 
 dono if it's just me, but placing it in the actial project folder seems to be an easyer solution...
 
 it also makes keeping track of different scripts easyer, don't you think?
 
 
    [Updated on: Fri, 16 June 2006 20:58] Report message to a moderator |  
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			| Re: SCripts request [message #204210 is a reply to message #203903] | Fri, 16 June 2006 21:18  |  
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				|  |  Whitedragon Messages: 832
 Registered: February 2003
 Location: California
 
	Karma: 1
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	| Then use the old leveledit. 
 Black-Cell.net
 Network Administrator (2003 - )
 
 DragonServ, Renegade's first IRC interface bot
 Creator and lead coder (2002 - )
 
 Dragonade, Renegade's first server side modification
 Lead coder (2005 - )
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