Ive noticed that sounds sometimes do not work in custom levels when using a mod that doesnt have its world sounds listed in static.jkl
Even worse, when you have a lot of keyframes, the mod will sometimes crash because it cant find a keyframe for a weapon, which was solved by writing the name of the keyframe in the world keyframe section in static.jkl
So the plan is, to write ALL files for the mod in the static.jkl, but this will take a long time, the main question is:
--"Do all files under models/textures/keyframes/sounds etc need to be alphabetical order?"--
If so, writing these files to static.jkl can only be done at the end of all mod building, if not, it makes it easier.
And another question:
" Must I write the exact number of world files as [orginal jk + mod files] = total, or just a very high number to make sure all files are accepted?? (using the limit removal patches of course)
Thanks for thy help.
Even worse, when you have a lot of keyframes, the mod will sometimes crash because it cant find a keyframe for a weapon, which was solved by writing the name of the keyframe in the world keyframe section in static.jkl
So the plan is, to write ALL files for the mod in the static.jkl, but this will take a long time, the main question is:
--"Do all files under models/textures/keyframes/sounds etc need to be alphabetical order?"--
If so, writing these files to static.jkl can only be done at the end of all mod building, if not, it makes it easier.
And another question:
" Must I write the exact number of world files as [orginal jk + mod files] = total, or just a very high number to make sure all files are accepted?? (using the limit removal patches of course)
Thanks for thy help.
Code:
if(getThingFlags(source) & 0x8){ do her} elseif(getThingFlags(source) & 0x4){ do other babe} else{ do a dude}