Mission files
by Howard Dortch · in Torque Game Engine · 07/30/2004 (9:24 am) · 2 replies
Most all of the editable files in torque demo's are compiled to *.dso files so we can remove the *.cs file and the user can't edit them.
I noticed there is no such thing for the mission.mis files. How can I hide the mission files from the user so they can't muck with em?
I noticed there is no such thing for the mission.mis files. How can I hide the mission files from the user so they can't muck with em?
#2
I have tried various versions of this but still can't get it to work. When loading the compiled version the engine doesn't like it because it can't find things by name.
Anyone have a solution? I dont want people to edit my missions.
07/14/2008 (6:57 am)
BumpI have tried various versions of this but still can't get it to work. When loading the compiled version the engine doesn't like it because it can't find things by name.
Anyone have a solution? I dont want people to edit my missions.
Torque Owner Gonzo T. Clown
$Server::MissionFileSpec = "*/missions/*.mis";
which is found in...
function initServer()
The ONLY problem I can see this causing is in line 1047 in sceneLighting.cc where it strips the .mis off the name to do a mission CRC check. You could easily chage that to .cs in the engine and the recompile. Or possibly even add the extension of .cs onto your maps for the same effect...
Example: myMission.mis.cs
Which would probably cause the .cs to be dropped for the CRC when the .mis is kicked off. If not then just change it in the engine and your done.