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question to smartball (Read 1015 times)
StOnEd-SnIpEr
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question to smartball
12/13/10 at 22:38:31
 
hey smartball it appears edm6 dusnt allow me to use custom models,any way around this?
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Smartball
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Re: question to smartball
Reply #1 - 12/14/10 at 23:39:07
 
I'm assuming by "models" you're referring to player models.

Unfortunately a lot of the features implemented in EDM require custom player classes, and thus make it impossible to use custom players classes :/ sorry.
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StOnEd-SnIpEr
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Re: question to smartball
Reply #2 - 12/15/10 at 17:35:17
 
damn thats a nightmare... i like edm allot but i sure as hell whant custom models...
are there any other gametypes like edm?
(no uteamfix dusnt work,same problem)
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Smartball
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Re: question to smartball
Reply #3 - 12/15/10 at 21:51:59
 
Most mods with heavy changes to the game will have this same dilemma since they use custom player classes.
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StOnEd-SnIpEr
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Re: question to smartball
Reply #4 - 12/16/10 at 18:18:32
 
so its really either models or edm thus making spreesoundmutator useless Sad
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« Last Edit: 12/16/10 at 18:18:51 by StOnEd-SnIpEr »  
 
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Bleeder91[NL]
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Re: question to smartball
Reply #5 - 12/16/10 at 19:29:47
 
Smartball wrote on 12/14/10 at 23:39:07:
I'm assuming by "models" you're referring to player models.

Unfortunately a lot of the features implemented in EDM require custom player classes, and thus make it impossible to use custom players classes :/ sorry.

What about subclassing edm's playerclasses, might that work or do you have to update edm for that?
I'm bored.
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Re: question to smartball
Reply #6 - 12/17/10 at 18:57:10
 
Bleeder91[NL] wrote on 12/16/10 at 19:29:47:
Smartball wrote on 12/14/10 at 23:39:07:
I'm assuming by "models" you're referring to player models.

Unfortunately a lot of the features implemented in EDM require custom player classes, and thus make it impossible to use custom players classes :/ sorry.

What about subclassing edm's playerclasses, might that work or do you have to update edm for that?
I'm bored.

The player class that is used by EDM is contained in the closed source client file. The reason I decided to make this closed source was to (to some degree) help preserve the details around console replacement.

Additionally, due to the console replacement, the EDM6 client file wouldn't compile on typical Unreal installations anyway.
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