Bullet rate limited
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2013-11-02, 08:10 AM
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RE: Bullet rate limited
The CubeScript allow the use of a part of the hardcoded functions and variables in scripts and commands and most of the usable variables can be modified. The lists of usable hardcoded variables and functions are, of course, also hardcoded and defined by the developper.
The problem is, in most games using one of the two Cube engines, weapons are entirely defined in the hardcode, using numbers, constants and variables that can't be used in a CubeScript script. It's a developpers' choice, not an engine limitation. Due to this fact, you can change the appearance and the sounds of the weapons at replacing data files but, to customize their manner to work, you need modify and recompile the source code. In Red Eclipse, it's different : there are lots of hardcoded variables that are related to weapons and can be modified via the CubeScript. A similar change is planned for ACR but, for now, it remain to do. They was confident : "Only some thousands of bricks, and it will look like something !"
More a community is little, more the "others will do it" way to think is dangerous for it. |
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Messages In This Thread |
Bullet rate limited - by camper - 2013-11-02, 03:00 AM
RE: Bullet rate limited - by asmanel - 2013-11-02, 08:10 AM
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