anyway of removing some of the guns to add extra memory? or does that not matter at all
It is no longer possible with 1.1.
If you feel you meet these requirements then please download the mod via the Installation Guide link belowDownload & Documentation> UGX Mod v1.1 Installation Guide - how to use the UGX Mod Helper or manually install the mod.> Mapper Documentation - what prefabs you need to place, configuration, etc.Releasing a map with the mod beta on it?
well i mean originally Trem said he may release a version without the ugx guns in it. Not sure if he still intends to
On line 1149 in ugxm_hacker.gsc it is assumed that a door has the .angles KVP when it might not. As such, it may prevent the origin from being set correctly.Edit: Yes, i know its map related. Just suggesting that you wrap an if statement and print something on-screen to let the mapper know that they need to specify .angles.
I might, but definitely not until the normal version of the mod is finalized - because otherwise I would have to maintain and update two versions which is a pain in the ass.
Why would you have a door specified with no angles? I'll look into it.
for(i = 0; i < 1; i ++)
Actually after looking at it again, it isn't because .angles isn't specified. Its because the function doesn't check to make sure that there are buyable doors in the map before running, leading to a developer error. Adding an if statement after getting the array of doors and returning if its not defined fixes it.Edit:The for() loop in that function isn't right either:Code: [Select] for(i = 0; i < 1; i ++)which should be:Code: [Select]for(i=0;i<doors.size;i++)