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When you extracted the Pink House archive, what files did you get? Is it just a .img file, or a series of .sco files? I cannot remember how it comes. I think it comes as one sco file, which you just add into either update.img or script.img using OpenIV. I heard it is not necessary to do the same for script_network.img, and vice versa. Only one of those files needs the sco file I believe.
Originally Posted by cobolon1
And I cannot find the SCO file for Evades 3.0, but I am pretty sure it is packed up somewhere in one of the update.img files I have.
^ pink house is an update.img
As with most of the menus that come out based on okra's base (i think), most of the sco's are listed as mmx001.sco - mmx056.sco, so you have to decompile the menu's sco to match the titles with the sco that it loads. It's a mess (why can't we name things more logically like EvilB) just to find one or two things you like.
Anyone looking for Evade 3.0: evade3.0.sco
adding .sco file –
hi guys.i have been having trouble adding .sco files to a script_network.basically i run open iv find the network file.
add a .sco file which i rename mod1.sco then rebuild but when i add mod2/mod3 ect the game locks on loading screen.
i checked the script_network file size =382kb which i think is ok.any help would be much appreciated cheers guys.
Ps3 addin modslot I use script.img not the script_network.img.
cheers nativesith do i still name them mod1 / mod2
Yeah ya go modslot01.sco, modslot02.sco, modslot03.sco etc.
How do I use a menu as like the main menu?
I currently have Evade's menu as my main but I don't like it and can't find another menu that will work like it.
What I mean by that is, how do I use my menu in a script network and be able to load it up straight away without loading it through a modslot?
Thanks in advance.
There are a few ways you can do that, you need to find out what script your network_startup is loading and go from there. In the ps3 img's that evil does this is named load_modmanager, and it runs in a loop and catches the button presses to load modmanager.
Originally Posted by Colt
1) you change the network_startup hook in scotoolbox to point to your script
2) you can compile your own load_modmanager that loads your script(s) in a non-looped function
#2 is what I do to auto-run a few scripts, and since they are not in a looped function they can still be disabled in modmanager if necessary