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-rw-r--r--docs/modding/squirrel/setting-mods/the-json.md38
-rw-r--r--docs/modding/squirrel/setting-mods/the-language-file.md17
-rw-r--r--docs/modding/squirrel/setting-mods/the-mod-file.md96
3 files changed, 151 insertions, 0 deletions
diff --git a/docs/modding/squirrel/setting-mods/the-json.md b/docs/modding/squirrel/setting-mods/the-json.md
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+The mod.json
+============
+
+The mod.json is responsible for governing when, and where your mod is loaded, and follows a layout that is fairly complicated at first glance, but ultimately simple
+
+```json
+{
+ "Name" : "SimpleRandomiser",
+ "Description" : "SimpleRandomiser",
+ "Version": "0.1.0",
+ "LoadPriority": 1,
+```
+The script above defines the pubic and listed details of the mod
+```json
+ "Scripts": [
+ {
+ "Path": "sh_SimpleRandomiser.gnut",
+ "RunOn": "MP",
+ "ClientCallback": {
+ "After": "simplerandomiser_init"
+ },
+
+ "ServerCallback": {
+ "After": "simplerandomiser_init"
+ }
+ }
+ ],
+```
+The scirpt above defines both what functions to run, when to run them and WHERE to run them, in this case it runs your simplerandomiser_init, when on multiplayer and for both the server and the client
+```json
+ "Localisation": [
+ "resource/simplerandomiser_localisation_%language%.txt"
+ ]
+}
+```
+this defines the path to the language file
+
+name this file mod.json, and it should go in the mods root folder
diff --git a/docs/modding/squirrel/setting-mods/the-language-file.md b/docs/modding/squirrel/setting-mods/the-language-file.md
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+Language file
+=======
+This follows a fairly simple template, the only thing of note is that you often get strange behaviour using `utf-8` when saving the file instead of using `utf-16 le`
+
+```
+"lang"
+{
+ "Language" "english"
+ "Tokens"
+ {
+ "MODE_SETTING_CATEGORY_SIMPLERANDOMISER" "Simple Randomiser"
+ "SIMPLERANDOMISER" "Randomise"
+ }
+}
+```
+
+Name this file simplerandomiser_localisation_english.txt and place it in the `yourmodsname/mod/resources/` folder
diff --git a/docs/modding/squirrel/setting-mods/the-mod-file.md b/docs/modding/squirrel/setting-mods/the-mod-file.md
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+++ b/docs/modding/squirrel/setting-mods/the-mod-file.md
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+Mod time
+========
+lets actually get started then on making a setting mod, this will involve the making of 3 things for a simple one. a mod.json, a language file and the mod itself
+
+lets get started with the mod itself
+
+The mod
+=======
+to begin with we need to answer the simple question of "what are we making" for our example lets make a simple randomiser than randomises your weapon on each spawn.
+
+Because this is a setting mod it will only need to be installed on the serverside but it also wont appear in the browser unless the host puts it in the name.
+
+so lets get started with our **initial function**
+
+The initial function
+---------
+The initial function is the function that is called on server startup and contains 2 important things.
+the **callbacks** and the **setting buttons** to add the settings to the private match settings we need to use a new function:
+
+`AddPrivateMatchModeSettingEnum("string", "string", ["#SETTING_ENABLED", "#SETTING_ENABLED"], "0")`
+
+this might look complicated, but really its just (Category, settingname, [setting options], default value) however we use terms like "#MODE_SETTING_CATEGORY_RANDOMISER" in place of the category name so that we can create language files for different languages.
+(we will make that later)
+```cpp
+void function simplerandomiser_init(){
+ AddPrivateMatchModeSettingEnum("#MODE_SETTING_CATEGORY_SIMPLERANDOMISER", "SimpleRandomiser", ["#SETTING_ENABLED", "#SETTING_ENABLED"], "0")
+
+ #if SERVER
+ AddCallback_OnPlayerRespawned(GiveRandomGun)
+ #endif
+ }
+ ```
+As you may have noticed, checking if it is a server is a special case, so we use #if SERVER and #endif instead of the usual if(thing){stuff}
+
+Now that our initial function is created we now have the game triggering `GiveRandomGun` on spawn, but we dont have any such function, so lets make one. but before we can do that, we need to know what weapons we can equip.
+for this we define an array
+
+```cpp
+array<string> pilotWeapons = [
+ "mp_weapon_alternator_smg",
+ "mp_weapon_autopistol",
+ "mp_weapon_car",
+ "mp_weapon_dmr"]
+```
+here we have defined an array with only 4 weapons in it, you can make this list as long or as short as you like but remember to seperate all but the last item with a ,
+
+Now lets make a function to check if you enabled the setting
+```cpp
+bool
+Next lets make the randomise function:
+ bool function SimpleRandomiserEnabled()
+ return GetCurrentPlaylistVarInt("SimpleRandomiser", 0) == 1
+```
+
+Randomise function
+----------------
+As we already know its going to call GiveRandomGun on respawn, lets define that now.
+
+First we strip any existing weapons:
+```cpp
+void function GiveRandomGun(entity player){
+ foreach ( entity weapon in player.GetMainWeapons() )
+ player.TakeWeaponNow( weapon.GetWeaponClassName() )
+```
+this iterates through each weapon and removes them individually.
+
+Then lets give them a new, random weapon by selecting a random item from our previous array:
+```cpp
+ player.GiveWeapon(pilotweapons[RandomInt(pilotweapons.len())])
+```
+And done, surprisingly short script huh?
+```cpp
+void function simplerandomiser_init(){
+ AddPrivateMatchModeSettingEnum("#MODE_SETTING_CATEGORY_SIMPLERANDOMISER", "SimpleRandomiser", ["#SETTING_ENABLED", "#SETTING_ENABLED"], "0")
+
+ #if SERVER
+ AddCallback_OnPlayerRespawned(GiveRandomGun)
+ #endif
+ }
+
+array<string> pilotWeapons = [
+ "mp_weapon_alternator_smg",
+ "mp_weapon_autopistol",
+ "mp_weapon_car",
+ "mp_weapon_dmr"]
+
+void function GiveRandomGun(entity player){
+ foreach ( entity weapon in player.GetMainWeapons() )
+ player.TakeWeaponNow( weapon.GetWeaponClassName() )
+ player.GiveWeapon(pilotweapons[RandomInt(pilotweapons.len())])
+}
+```
+
+Alas **we arent done yet** We still need the **mod.json** and the **language file**
+
+Name this sh_SimpleRandomiser.gnut and place it in the `yourmodsname/mod/scripts/vscripts/` folder