AFADoomer wrote:If you want to do that, you may as well just put the ACS in the SCRIPTS lump and compile it like a normal script...
If that was directed at me, that wouldnt work, I'm thinking in two different instances here, like for instance.
A weapon mod, you want the pistol to be replaced on map01, so you have it clear the inventory and add your new pistol and fist. well, if its in the global ACS, then itll do that at the beginning of every map. not exactly going to help you when you start off every level with a pistol type weapon and nothing more. Even just removing the old pistol and adding a new one, you will remove it more than once and add a new pistol every map. I'm sure there is a way around it, but it would make it much easier if you could possibly specify which map can load a global ACS lump.
I wasn't talking for my un named mod. For that I will probably use Libraries for re usable scripts... I'm not worried about that