View Full Version : request WKmoduleselector.dll
b1llygo4t
2 May 2009, 05:31
so you dont have to move stuff around in your wa folder, or have multiple copies of wa to play with dif modules and stuff
just a little window that pops up before the pregame lobby that lets you select or deselect the modules you want to use
should work with snoopers or is fail
Explorer
4 May 2009, 11:50
I remember that CyberShadow has mentioned this problem in another thread, but I don't know where. He said that he'll make this selector in the future (Wormkit2).
However, I used an alternative method:
Make some batch files that easily move the DLLs and use them to turn modules on/off.
Here's an example. Save this BAT to "<WA folder>\WormKitModules\FileOverride\" folder.
@ECHO OFF
IF EXIST ..\..\wkFileOverride.dll (
IF EXIST wkFileOverride.dll (
DEL ..\..\wkFileOverride.dll
) ELSE (
MOVE ..\..\wkFileOverride.dll wkFileOverride.dll
)
ECHO FileOverride module disabled.
) ELSE (
IF EXIST wkFileOverride.dll (
MOVE wkFileOverride.dll ..\..\wkFileOverride.dll
ECHO FileOverride module enabled.
) ELSE (
ECHO ERROR: Can't find the FileOverride module: "wkFileOverride.dll"
)
)
PAUSE
EDIT: found it
You forgot to activate the wkFileOverride module. Simply copy over wkFileOverride.dll from the WormkitModules folder to your W:A folder.
(I know this is a dumb method of activating/deactivating features, it will be amended in WormKit2).
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