#Morning, guys! I think this script of

1 messages · Page 1 of 1 (latest)

hidden grail
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When modding stuff like this you can always call a super on the same function to call whatever the original class had in that function. If you add the line super.EOnInit( owner ); everything should work as before. As for the other question i dont think the chimera char class is the place for code like this. This will be called with every character spawned. SCR_BaseGameMode might be a better bet.

robust dagger
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oh, thanks!

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frankly after the sqf all that OOP thing is quite a big deal for me, didnt sort it out yet

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but i am glad i kinda got what you mean with the super, i think i would run original method

hidden grail
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It also helps with other people making a mod over yours, and also helps with not having to update your mod with every update. No matter what getts changed in vanilla you will be calling it properly. If you just copied the missing code from the class you are modding everything would work fine, but if some vanilla content gets put into that function and you are not calling a super stuff will suddenly stop working and can get hard to debug with bigger amounts of code, same thing that just happened now. Factions stoped working cause on the original EOnInit had the code that made them work and was never called.