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View Full Version : EAX support through a mutator?



GreatEmerald
10-11-2008, 06:19 PM
Is it possible/easy to make a mutator that would add EAX support in maps that don't have it or fix wrong EAX in maps that have it, without altering the maps themselves? I guess I would need to specify the EAX values by myself, as there is no automatic way of doing that, so it would be quite similar to the MutBonusVehicles mutator... But is there a way to add the support without the need of knowing all those digits that are displayed after you expand the Effect property? I don't ever change them. But it seems that all maps generate new effects and store them in myLevel, so I guess I could make my ones and store them in my package? Or maybe it's not needed at all?

Blade[UG]
10-15-2008, 03:15 AM
seems like you could change the parameters via code pretty easily, if they aren't all private or protected ..

GreatEmerald
10-15-2008, 09:41 AM
Not client parameters, but I want to change ZoneInfos so they would have correct EAX settings, without editing the maps themselves.