User Tools

Site Tools


mod-functions:mod

This is an old revision of the document!


Mod management functions

dofile

Loads and runs a Lua script

local result = myMod:dofile(scriptPath [, args])

Parameters:

  • scriptPath (string): the relative path to the file, inside the mod directory
  • args (optional): variables passed on to the target script

Return:

  • success (boolean): true if the file is inside the mod directory and exists, false otherwise

register

Register a new game asset

local assetData = {
    DataType = "ASSET_TYPE",
    Id = "ASSET_ID",
    ...
}
myMod:register(assetData)

Parameters:

  • assetData (table): the data defining the new asset. The table must contain at least the asset's type (DataType, see API for the complete list) and its ID (Id).

override

Override an existing game asset (see Asset Override for a complete explanation)

local assetData = {
    Id = "ASSET_ID",
    ...
}
myMod:override(assetData)

Parameters:

  • assetData (table): the data defining the overridden asset. The table must contain at least the existing asset's type (Id, see Assets for the complete list).

registerAssetId

Assign an asset ID to an asset in the mod's directory

myMod:registerAssetId(assetPath, assetId)

Parameters:

  • assetPath (string): the path to the asset
  • assetId (string): the ID to assign to the asset

registerPrefabComponent

Registers a component to a prefab (see Components for a complete explanation)

local componentData = {
    DataType = "COMPONENT_TYPE",
    ...
}
myMod:registerPrefabComponent(prefabPath, componentData)

Parameters:

  • prefabPath (string): the path to the prefab
  • componentData (table): the data defining the component. The table must contain at least the component's type (DataType, see API for the complete list).

registerAssetProcessor

Registers an asset processor to a file (see Building Asset Processor for a complete explanation)

local processorData= {
    DataType = "PROCESSOR_TYPE",
    ...
}
myMod:registerPrefabComponent(filePath, processorData)

Parameters:

  • filePath (string): the path to the file
  • processorData (table): the data defining the asset processor. The table must contain at least the processor's type (DataType, see API for the complete list).

configurePrefabFlagList

Configure a prefab with a list of flags

local flagArray = { "BRIDGE", "PLATEFORM" }
myMod:configurePrefabFlagList(prefabPath, flagArray)

Parameters:

  • prefabPath (string): the path to the prefab
  • flagArray (table): the list of flags to apply on the prefab
mod-functions/mod.1579805316.txt.gz ยท Last modified: 2020/01/23 13:48 by maxime

Donate Powered by PHP Valid HTML5 Valid CSS Driven by DokuWiki