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
![]() |
![]() |
![]() |
38 | ||
![]() |
![]() |
![]() |
46 | ||
![]() |
![]() |
![]() |
13 | ||
![]() |
![]() |
![]() |
13 | ||
![]() |
![]() |
![]() |
8 | ||
![]() |
![]() |
![]() |
0 |
Ladders Top 10
-
#Steam AliasWL%Streak
- 1.44965.874+13
- 2.349180.660+4
- 3.699110.864+6
- 4.379204.650+1
- 5.331127.723-2
- 6.970420.698+1
- 7.323143.693-1
- 8.854232.786+1
- 9.467300.609+1
- 10.324117.735+1
Replay highlight
VS
-
cblanco ★
-
보드카 중대
-
VonManteuffel
-
Heartless Jäger

Einhoven Country

Honor it
15

Download
2381
Board Info
681 users are online:
681 guests
0 post in the last 24h
2 posts in the last week
7 posts in the last month
2 posts in the last week
7 posts in the last month
Registered members: 58711
Welcome our newest member, phunggiakhanh
Most online: 2043 users on 29 Oct 2023, 01:04 AM
Welcome our newest member, phunggiakhanh
Most online: 2043 users on 29 Oct 2023, 01:04 AM