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assaultcube-/docs/mods.html
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RandumKiwi 3f32d116a2 a bunch more of that readme crap... A lot of to-do's here..
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@3306 e016b1c5-ed68-44aa-a2f7-31cac88cffde
2008-10-29 20:55:59 +00:00

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<!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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<title>Custom mods</title>
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<h1>
AssaultCube: Custom mods</h1>
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<h1>Custom mods</h1>
<p>
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.
Assume you want to create a mod that provides a customized hud-gun, you would create a mod directory:
AssaultCube\mods\MyMod1\
Where AssaultCube is your main directory (%programfiles%\AssaultCube_v1.0). Inside this mod directory you would then add your customized hudgun:
AssaultCube\mods\MyMod1\packages\models\hudguns\assaultrifle.md3
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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Rabid Viper Productions 2008/03/07
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