
cause this doesnt do it:
if mods[" "] then
Code: Select all
if game.active_mods["mod-name"] then
game.active_mods will be available only when loading the game has completed, but you may want to access the mod list before that (i.e. while on_load is active). Querying script.active_mods is more versatile (it's available right after control.lua has been entered).
when loading a map this pops up:
yes this one seems to do the trickPi-C wrote: Fri Feb 05, 2021 3:02 pmgame.active_mods will be available only when loading the game has completed, but you may want to access the mod list before that (i.e. while on_load is active). Querying script.active_mods is more versatile (it's available right after control.lua has been entered).