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Assaultcube reloaded mods
Assaultcube reloaded mods













assaultcube reloaded mods
  1. #Assaultcube reloaded mods mod
  2. #Assaultcube reloaded mods portable
  3. #Assaultcube reloaded mods software

This is case sensitive and does include the quotations.

assaultcube reloaded mods

bat file and click edit.Ĭall assaultcube.bat "-mod=mods\Colt1911" An auth user is someone with the privilege on the master-server to gain special access to its servers. Create a new notepad file and name it accordingly, in our case "Colt1911", BUT FIRST change the file extension to. A client means AssaultCube Reloaded when it is run in an interactive mode and connected to a server, which is registered the master-server. This is the tricky part, that took me a while to learn. Once you have placed the "Colt1911" folder in your "mods" folder, go up a folder to "assaultcube". Move that folder to X:/AssaultCubePortable/App/assaultcube/mods (if "mods" folder doesn't exist you must create it first. (In the pistol folder is where your files go)Īfter you have your folder, we'll call it "Colt1911".

assaultcube reloaded mods

Under the "Colt1911" folder there will be /packages/models/weapons/pistol It targets realistic gameplay, specified by many settings and options.

#Assaultcube reloaded mods mod

The mod folder called "Colt1911" must also contain the following folders with the extracted files. List of mods Here is a non-exhaustive list of available mods for ACR : ACR weapons pack AK47,AWP,PSG1 and USP m1911A1. Assault Cube External Hack has been updated to Assault Cube MultiHack Darlog with its new name and it is working great now. AssaultCube Reloaded (ACR) AssaultCube Reloaded 2.7 Changelog 3840x216060 from 1920x1080 ACR is an open-source ( free) first-person-shooter combining the best traits from various popular shooting games. For example, you are modding a gun, our Colt1911.

assaultcube reloaded mods

The original files are placed in the correct order for you to see under x:/Assaultcube/App/assaultcube/packages. You must make sure your new to be installed mod is in the appropriate folder arrangement to work.

#Assaultcube reloaded mods software

bat file that I believe bypasses the PA Launcher).įirst off you must grab something like 7Zip or Peazip and extract the files into a folder of your choice (for an easier time, name it after what the mod is, i.e "Colt1911". nr200p mods berger elite hunter 300 win mag windshield wiper troubleshooting guide fantasy romance anime Enterprise Workplace 2011 chevy malibu gas tank size mineral focus baja doodle bug db30 parts list mahindra seat safety switch roobet crash predictor software free download bling wedding shoes low heel club car ds roof top China.

#Assaultcube reloaded mods portable

I messed around with them long enough to learn the basics.īut before I do, I will say that I'm not completely sure that when using a mod, it keeps the game portable (using them requires open a. server.h #define SERVER_BUILTIN_MOD 0 // bitwise disjunction/OR (|) or sum (+) of following: // 1: moon jump // 2: moon jump always on, not just gib only (requires 1) // 4: moon jump Mario - no damage allowed (requires 1) // 8: gungame // 16: explosive ammo // 32: super knife (gib only) // 64: /suicide for nuke // 128: no explosive zombies // 256: infinite ammo #define gamemode smode // allows the gamemode macros to work with the server mode #define mutators smuts // allows the mutators macros to work with the server mode #define SERVER_PROTOCOL_VERSION (PROTOCOL_VERSION) // server with compatible protocol //#define SERVER_PROTOCOL_VERSION (-PROTOCOL_VERSION) // server with gameplay modification but compatible to vanilla client (NOT USED) //#define SERVER_PROTOCOL_VERSION (PROTOCOL_VERSION) // server with incompatible protocol (change PROTOCOL_VERSION in file protocol.h to a negative number!) #define valid_flag(f) (f >= 0 & f pos shotevent ( int millis, int id, int weap ) : timedevent ( GE_SHOT, millis, id ), weap ( weap ), to ( 0, 0, 0 ), compact ( false ) void clearai (), checkai () void startgame ( const char * newname, int newmode, int newmuts, int newtime = -1, bool notify = true ) void disconnect_client ( client & cl, int reason = -1 ) void sendservmsg ( const char * msg, client * cl = NULL ) int clienthasflag ( int cn ) void convertcheck ( bool quick = false ) void shuffleteams ( int ftr = FTR_AUTO ) bool refillteams ( bool now = false, int ftr = FTR_AUTO ) void setpriv ( client & cl, int priv ) mapstats * getservermapstats ( const char * mapname, bool getlayout = false, int * maploc = NULL ) int findmappath ( const char * mapname, char * filename = NULL ) int calcscores () void recordpacket ( int chan, void * data, int len ) void senddisconnectedscores ( client * cl = NULL ) void process ( ENetPacket * packet, int sender, int chan ) void welcomepacket ( packetbuf & p, client * c ) void sendwelcome ( client & cl, int chan = 1 ) void sendpacket ( client * cl, int chan, ENetPacket * packet, int exclude = -1, bool demopacket = false ) int numclients () bool canspawn ( client & c, bool connecting = false ) bool updateclientteam ( client & cl, int newteam, int ftr ) void forcedeath ( client & cl ) void sendf ( client * cl, int chan, const char * format.















Assaultcube reloaded mods