Is there a standard way of detecting a tuning pack from a script? I'm thinking about creating a dummy entity with the mod's name in a standard place in the tree, and then using EBP_Exists in the script to detect it. However, if there's already a conventional way of doing it I would rather conform to the convention.
Detecting mods from scripts
15 Apr 2015, 22:27 PM
#1
Posts: 139
16 Apr 2015, 13:35 PM
#2
Posts: 756 | Subs: 8
I don't believe there are any SCAR functions for this, but you wouldn't need your mod's name in the EBP, since the mod's GUID is prepended to every blueprint (GUID:blueprint).
PAGES (1)
1 user is browsing this thread:
1 guest
Livestreams
93 | |||||
51 | |||||
50 | |||||
28 | |||||
17 | |||||
8 | |||||
3 | |||||
2 | |||||
21 | |||||
13 |
Ladders Top 10
-
#Steam AliasWL%Streak
- 1.278110.716+16
- 2.270144.652+2
- 3.29446.865-1
- 4.558230.708+2
- 5.253150.628+14
- 6.968566.631-4
- 7.22491.711+11
- 8.8120.802-1
- 9.19078.709+4
- 10.399200.666+8
Replay highlight
VS
- cblanco ★
- 보드카 중대
- VonManteuffel
- Heartless Jäger
Einhoven Country
Honor it
7
Download
772
Board Info
558 users are online:
558 guests
3 posts in the last 24h
49 posts in the last week
148 posts in the last month
49 posts in the last week
148 posts in the last month
Registered members: 45297
Welcome our newest member, amartotogacor
Most online: 2043 users on 29 Oct 2023, 01:04 AM
Welcome our newest member, amartotogacor
Most online: 2043 users on 29 Oct 2023, 01:04 AM