Howto:Creating a simple modding framework: Difference between revisions
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{{See also|Howto:Create a custom version of FlightGear}} | |||
== Status == | == Status == | ||
== Objective == | == Objective == | ||
== Background == | == Background == |
Revision as of 21:29, 9 September 2016
This article is a stub. You can help the wiki by expanding it. |
Status
Objective
Background
Directory Structure
Mods should be using their own directory structure, resembling $FG_ROOT (the base package), e.g.:
- Aircraft
- GUI
- Textures
- Sounds
- Nasal
etc
Requirements
- register hooks to invoke callbacks for specific simulator/addon events
- mutual dependencies
Versioning
See FlightGear Version Check for the main article about this subject. |
Proof of Concept
The following snippet of code assumes that you put it into $FG_ROOT/Nasal/mod/mod.nas In addition, you need to add a folder to $FG_ROOT named Mods, beneath this folder you can add other folders - with each folder being treated as a separate "mod".
##
# $FG_ROOT/Nasal/mod/mod.nas
var fgroot = getprop("/sim/fg-root");
var modFolder = fgroot ~ '/'~ 'Mods/';
# http://wiki.flightgear.org/Nasal_library#directory.28.29
var modDirectories = directory( modFolder );
# debug.dump( modDirectories );
foreach(var mod; modDirectories) {
print("Mod directory found:", mod);
}
## invoke:
# init code
# setup code
# loading code
# clean up code