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 Booster fix....

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T O P I C    R E V I E W
PisnNapalm Posted - 08/22/2002 : 19:30:39
I contacted the people who make Tricon and they sent me info to make the boosters enabled by default.

I emailed it to Mouse and ListerD. So hopefully soon, we won't have to worry about it.


8   L A T E S T    R E P L I E S    (Newest First)
Gonff Posted - 10/31/2002 : 19:52:45
It was msotly Ill Will that did the work...me and Sapere helped test alnog with others.

^Is a Mapper and likes to Map too.^
(o^-^o) (o^-^)--o
Cueball13 Posted - 10/31/2002 : 16:47:50
Sticky mines?!? Sounds pretty cool. Good work guys.

All. My. Friends. Know the...
Gonff Posted - 10/31/2002 : 10:38:00
Well Sapere told me when he tested Ill's MouseMod yesterday....the boosters have succesfully benn incorparated into MM. There are alot more features (stcikymines..place'em on walls & they'll never know) and the boosters are how they were before the patch.

^Is a Mapper and likes to Map too.^
(o^-^o) (o^-^)--o
PHX-Mouse Posted - 10/31/2002 : 10:20:37
gamedata\base\autoexec.cs

// Tricon 2 ModChooser - no mods defined, modchooser is diabled.
$TriconToggleBeaconBoost=true;



PHX-Mouse Posted - 08/27/2002 : 09:29:08
Hi!

I had this code in the last version of MouseMod but it got overwritten by the new Tricon install. Thanks for reminding me!


Mallak Posted - 08/23/2002 : 19:27:20
all parties responsible are collectivley "The Man.".

PisnNapalm Posted - 08/23/2002 : 14:52:11
THANK YOU MOUSE!!

SoilentG Posted - 08/22/2002 : 21:37:44
VGW!

VGRT!

G1 Pisn!

Soil


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