I created new .nav files and .nut scripts for a custom map in an effort to shake up the gameplay. They're of the same names as the originals, so they should replace the first ones, but they don't even make the two addons collide in the addon menu. Adding a mission file makes that file alone collide, but not the scripts or nav. Are those not possible to be replaced? Addon is privately on the workshop and shows up in the addon menu.
#Is it possible to replace a l4d2 custom campaign's vscripts, nav meshes with an addon?
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I did find some resources online, but nothing that would really help me with this issue.
I believe this can work, but your addon has to be above the map you're modifying in the addon list, or vice versa I don't remember
and you have to make the .nav have the same name of the map's bsp
same with any scripts you modify
it will always say it's conflicting though, nothing you can do to get rid of that
well my problem kinda is that it's not even conflicting in those files (conflicting would be a worry if you were trying to open one of the versions of the file, just didn't know which one, those files not even conflicting should then be a sign that those file being replaced is not even a possibility(?))
addon is higher on the list, and the files are all named the same thing, it's as if for those types of files, conflicts are not checked for
again, if I put the same mission file in the addon, it does conflict, proving that the right conditions for the conflict to happen are there, but those files that I want to replace are not conflicting.
I just hate how little information I've been able to find on how these things actually work in detail, and I searched preety extensively..