It's easy to override these variables... in fact just as Valve did for
HL1...
checkout one of the various gamerules.cpp files.

I think you'll find that in multiplay_gamerules.cpp Valve forced various
values after they were read in from the script file.
So it really shouldn't be that difficult.

If memory server me right it's in: RefreshSkillData or something very
similar.

Mike.

----- Original Message -----
From: "James Freedman" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Monday, January 31, 2005 12:08 PM
Subject: RE: [hlcoders] Possible to not use weapon script files?


Sure, if you're paranoid it's nice to hide things in the DLL... But I'd
say that at release-time, packing them into a GCF is good enough. A
large proportion of your user base either doesn't know how to change
those script files, or quite frankly doesn't care... We're not all
cheaters ;)

James Freedman
[EMAIL PROTECTED]
http://www.seascape.uk.net


-----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Draco Sent: 31 January 2005 12:03 To: [email protected] Subject: Re: [hlcoders] Possible to not use weapon script files?


But wouldn't it be safer to not let the users play with this stuff, hide it in the code?(I haven't modded HL2 yet, so I don't know exactly how the txt files work)


********************** Draco Coder for Perfect Dark http://perfectdark.game-mod.net

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