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hpl3:community:scripting:custom_user_modules

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hpl3:community:scripting:custom_user_modules [2017/06/12 13:54]
abion47 [Global Functions]
hpl3:community:scripting:custom_user_modules [2017/06/12 14:14] (current)
abion47 [Getting Started]
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 }</​code>​ }</​code>​
  
-Next, you need to add your module to your mod's "​Modules.cfg"​ file. That file is an XML file that lists every module loaded when the game starts. (If your mod doesn'​t have a "​Modules.xml" file, you can copy the one from SOMA's config folder to use as a starting point.) ​+Next, you need to add your module to your mod's "​Modules.cfg"​ file. That file is an XML file that lists every module loaded when the game starts. (If your mod doesn'​t have a "​Modules.cfg" file, you can copy the one from SOMA's config folder to use as a starting point.) ​
  
 There are several attributes that need to be set for your module'​s entry. An entry looks like this: There are several attributes that need to be set for your module'​s entry. An entry looks like this:
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 { {
     cScript_SetGlobalArgInt(0,​ alSomeInt);     cScript_SetGlobalArgInt(0,​ alSomeInt);
- cScript_SetGlobalArgString(1,​ asSomeString);​ +    ​cScript_SetGlobalArgString(1,​ asSomeString);​ 
- cScript_RunGlobalFunc("​SomeHandler",​ "",​ "​_Global_DoSomeWork"​);​ +    cScript_RunGlobalFunc("​SomeHandler",​ "",​ "​_Global_DoSomeWork"​);​ 
-  +     
- return cScript_GetGlobalResultBool();​+    return cScript_GetGlobalResultBool();​
 }</​code>​ }</​code>​
  
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 { {
     bool abResult = SomeModule_DoSomeWork(alSomeInt,​ asSomeString);​     bool abResult = SomeModule_DoSomeWork(alSomeInt,​ asSomeString);​
-  +    ​ 
- // Do some nonsense with the result+    // Do some nonsense with the result
 }</​code>​ }</​code>​
  
hpl3/community/scripting/custom_user_modules.1497275653.txt.gz · Last modified: 2017/06/12 13:54 by abion47