Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
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
Reply

#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.
Reply

#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)
Reply

#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
Reply

#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
Reply



Possibly Related Threads…
Thread Author Replies Views Last Post
  Bunker Z00mby aground [HARD] Tony. 5 4,575 12-09-2013, 23:24
Last Post: surtek
Wink Plugin with !ban !kick and !tampban clemi555 3 4,167 11-09-2013, 09:21
Last Post: clemi555
  AntiNoScope Plugin clemi555 5 4,748 11-08-2013, 19:13
Last Post: clemi555
  [Release] Bunker Plugin 1.3 archit 68 41,565 10-30-2013, 11:59
Last Post: clacki
  Help Modifying plugin maverigh 5 5,670 10-19-2013, 10:29
Last Post: Nekochan
Shocked [Request] Switch plugin axel-le-meilleur 6 5,179 10-19-2013, 06:59
Last Post: iRoNinja
  [Release] Yurio Map Plugin Yurio 101 62,286 09-26-2013, 13:38
Last Post: First_Semyon
Brick [Release] v1.1 ChangeMap/NextMap Plugin without any configuration milchshake 23 18,639 09-23-2013, 13:18
Last Post: SgtLegend
  Help !say Plugin (like the !say from GodPlugin) Hallla 0 2,711 09-13-2013, 09:31
Last Post: Hallla
Rainbow [Release] MW3: Random Weapon Plugin V1 Nekochan 50 33,276 09-11-2013, 15:11
Last Post: EnVi Sweden Rocks

Forum Jump:


Users browsing this thread:
1 Guest(s)

Forum Powered By MyBB, Theme by © 2002-2024 Melroy van den Berg.