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Prob with Bunker Plugin
#1
Hey com,
I installed the Bunker Plugin but when i make a bunker ramp or something like that. But HOW i can remove a bunker ingame , but not changing map or restarting map .

Pls Help thx ind Advance Big Grin
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#2
Short Answer
You can but that will require a custom plugin

Long Answer
Well you can but that would require logging of each and every crate made or maybe just the starting point and ending point of the ramp, wall or any such thing. The only way this is possible is if the plugin incorporates such a feature , because any other plugin won't be able to know whenever a new crate is made, which Bunker plugin doesn't.
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#3
(05-27-2013, 13:09)archit Wrote: Short Answer
You can but that will require a custom plugin

Long Answer
Well you can but that would require logging of each and every crate made or maybe just the starting point and ending point of the ramp, wall or any such thing. The only way this is possible is if the plugin incorporates such a feature , because any other plugin won't be able to know whenever a new crate is made, which Bunker plugin doesn't.

Can you do something for me because im MEGA NOOB at thunfd like creating aplugin . PLSSmile)
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#4
(05-27-2013, 13:09)archit Wrote: Short Answer
You can but that will require a custom plugin

Long Answer
Well you can but that would require logging of each and every crate made or maybe just the starting point and ending point of the ramp, wall or any such thing. The only way this is possible is if the plugin incorporates such a feature , because any other plugin won't be able to know whenever a new crate is made, which Bunker plugin doesn't.

That isn't hard.
Use dictionary.Add(crate) ? Then get them all and remove.
C++/Obj-Cdeveloper. Neko engine wip
Steam: Click
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#5
(05-27-2013, 16:14)SailorMoon Wrote:
(05-27-2013, 13:09)archit Wrote: Short Answer
You can but that will require a custom plugin

Long Answer
Well you can but that would require logging of each and every crate made or maybe just the starting point and ending point of the ramp, wall or any such thing. The only way this is possible is if the plugin incorporates such a feature , because any other plugin won't be able to know whenever a new crate is made, which Bunker plugin doesn't.

That isn't hard.
Use dictionary.Add(crate) ? Then get them all and remove.

Sry, but i dont understand nothing.D: Xan you upload a .dll file for me ? pls
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