AdminPro Removing Mods

Started by Elgan {sfx}, January 20, 2006, 01:22:05 PM

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Elgan {sfx}

I would advise you not to remove a mod, AP is not a mod, but a framework, It runs the other mods. These mods are just plugins, If you turn them off. They do not run.

   

   Each mod is in AP, Because it would cause conflicts with other mods if it was not in AP, This way, all these mods can run at the same time without any conflicts. ALso have all the best MOH fixes and have a lil admin control also.

   

   saying this, if you still want to, you will find it different for each mod.

   

   First of all, if you want to remove because you think AP conflicts with other mods using state files, Then chuck the other mod out, or combine it into AP, It is REALLY easy to add mods to Admin Pro. You can also probably improve them from AP. Alll the mods in AP use the state files, plus the state files have fixes for varius bugs, like sharking and server fps crashing.

   

   

   How AP works:

   


   

   AP, simple loads all the settings files, checks your settings. If they work out, For example, if u have a mod set on and the game type is right and the map is right for your settings. It will load that mod and do what is needed to keep that mod running. The mod then just asks AP for info when it needs it.

   

   If you want to remove a MOD< You have to either lose the settings file or delete every other mod. If your going to delete each other mod, you might as well  just turn them off or remove their lines from mods.txt.

   

   Removing a MOD

   


   

   You dont need ot be a script wizz. Find the script for this mod, you can look at mods.txt to see what is being executed. If nothing, then its in global, under the spawn section.

   

   Once you found the script.  You can extract the files. It probably uses state files, so extract them also. rename the nagle_ .st etc to mike_.

   

   Go through the script and find anywhere where it says

   

   = waitexec global/settings.scr::getcmd

   

   This is just getting a cmd or setting from a setting file, It will have the name of the setting along with the index. SImply go to your settings file and get the setting and replace this line with the value.

   

   local.time = waitexec global/settings.scr::getcmd "time"

   

   will become

   

   local.time = 20

   

   assuming 20 is the setting we want.

   

   This wont be editable via console anymore btw,

   

   Some mods are different however, They use settings files for loading more, like weapons-limiter, Now, you will probably want to keep it loading the settings from these. In the script somewhere, it will have:

   

   = game.file["mod name"]::thread_in_settings_file.

   

   Now, you will have to replace this with the settings file path to what its loading,

   

   You also need to find any level and game vriable and work out their value.

   

   level.run[mod name] will be if the mod is on or off.

   

   Once all this is done, You will have to exec the mod where needed. Check the global settings to see if its executed on spawn, if so, its going to be more difficult. If not, its executed on map startr, so just execute it from a map. only anti camper is self executing.

   

   

   Now, once extracted, running, wd. If you want it to be game type specific/map specific and controlable, editable and want no conflicts . you can go ***:)

habsey

lol! ya... y just remove 1 when u can just turn it on and off with settings text.... save alot of time by not having to do the following...
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