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Please make sure you have bnse installed.
Scepheo updated bnse with a new update entry: Update 0.1.2 Read the rest of this update entry...
Added bnse version logging upon load Fixed issue with variable initialization in resettable_checkpoints.lua Added joker_lap scenario extension
I'd definitely be interested in adding such a system to bnse. I can't currently look at how you've got it set up, but I'll have a look when I can...
Replying to a review: According to the Lua string documentation, there should be no difference between single or double quotes. If this is really...
Yes, it does. Read it.
Thanks, will do.
Scepheo submitted a new resource: No Veggies - For when the greenery is a bit too much on your PC's plate (hah! get it?) No Veggies Deletes both...
No Veggies Disables both the Forest and GroundCover objects in all maps. Certain maps include things like buildings in the Forest, so this will...
I don't see your problem. [ATTACH]
If I didn't, I wouldn't have typed it. What you'll see in many official scripts is something like the following (with comments, to explain what's...
That console message simply displays the attempt to load the optional "maze1" Lua extension: that attempt is what causes a Lua file with the same...
Scepheo updated Random Tour with a new update entry: Update 1.4.1 Read the rest of this update entry...
Route distance is now displayed using the unit the user has selected in the settings Delayed vehicle/distance information message to prevent...
Other users reporting issues had conflicting mods. Move all your mods out of the mod folder (except Random Tour and bnse, of course), then put...
Yeah, I forgot to document that. Will add it to the page on my next fixing-things-up-spree.
Yep, be sure to clear cache too, though. In the Carnage scenario? Not a bug.
Post your logs, I'll see what I can do.
Speaking as someone who's dealt his share of blunt advice: the main issue is effort. Making complex* mods will require effort on the creators...
So: local function deleteForest() TorqueScript.eval([[ theForest.delete(); ]]) be:reloadStaticCollision(); end