Metamod For Ns

MrSNEAKYMrSNEAKY Join Date: 2003-03-28 Member: 14968Banned
<div class="IPBDescription">how does it work?</div> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> I am very curious on how metamod or whatever works for NS? when things are written for metamod and NS doesn't the person or persons have to have some of the NS source code to be able to write these plugins and such?

Comments

  • clamatiusclamatius Join Date: 2003-03-27 Member: 14948Members, Constellation
    No, you don't have to have the NS source code to write a metamod.

    We have a functioning AI (WhichBot) despite having never seen a line of NS code. Admittedly, it would have been easier with access to the NS source code, but it's still doable without that.

    The way Metamod works is that the Half-Life engine supports a game library. The game library is normally Half-Life, but when you're running NS, the game library is replaced with the NS library. Metamod interposes itself between the engine and the game library and lets plugins (metamods) add more functionality by intercepting messages between the two libraries.

    Hope that helps.
  • EvisceratorEviscerator Join Date: 2003-02-24 Member: 13946Members, Constellation
    <a href='http://metamod.org/about.html' target='_blank'>About Metamod </a>
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