git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@3306 e016b1c5-ed68-44aa-a2f7-31cac88cffde
37 lines
1.8 KiB
HTML
37 lines
1.8 KiB
HTML
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN"><html lang="en" xml:lang="en" xmlns:h="http://www.w3.org/1999/xhtml" xmlns="http://www.w3.org/1999/xhtml">
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<head>
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<title>Custom mods</title>
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<meta http-equiv="content-type" content="application/xhtml+xml;charset=utf-8"/>
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<link rel="shortcut icon" href="pics/favicon.ico"/>
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<link rel="stylesheet" href="styles/cubedoc.css"/>
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</head>
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<body>
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<div id="main">
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<div id="logo">
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<img src="pics/head.gif" alt="AssaultCube logo"/>
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</div>
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<div id="title">
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<h1>
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AssaultCube: Custom mods</h1>
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</div>
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<div id="content">
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<h1>Custom mods</h1>
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<p>
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AssaultCube allows 3rd party developers to extend the game. It allows to use the existing assaultcube data for own modifications. When AssaultCube loads a file, it looks into several directories to look for the file to load. This list of directories can be extended using the --mod argument, which lets you add custom directories. Using this feature it is possible to supply a mod directory that contains customized data (textures, etc), so once AssaultCube loads data, it loads it from the mod directory instead of the main directory.
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Assume you want to create a mod that provides a customized hud-gun, you would create a mod directory:
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AssaultCube\mods\MyMod1\
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Where AssaultCube is your main directory (%programfiles%\AssaultCube_v1.0). Inside this mod directory you would then add your customized hudgun:
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AssaultCube\mods\MyMod1\packages\models\hudguns\assaultrifle.md3
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Now to make AC aware of this mod you need to start it with the argument --mod=mods\MyMod1, now every time AC wants to load packages\models\hudguns\assaultrifle.md3 it will look in your mod directory first, therefore loading your custom version instead of the original version.
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</p>
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</div>
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<div id="footer">
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Rabid Viper Productions 2008/03/07
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</div>
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</div>
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</body>
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</html>
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