This is an example configuration for this hack with comments explaining how it works.
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1 About Custom Files Synopsis This hack adds the ability to override files in the base game, load additional files with other files, redirect files, occlude files and dynamically build or redirect files with Lua scripts. Configuration This is an example configuration for this hack with comments explaining how it works. This configuration file goes into CustomFiles.ini in the root of your mod. We do not recommend copying this entire example into your mod. We recommend only using what is necessary. ; TODO Lua Support? This hack utilizes the scripting language Lua for much of it's functionality. It currently uses Lua Using Lua, you can write Path Handler scripts that are executed when files are requested by the game. These files can create the file dynamically using various Lua functions. NOTE: Compiled Lua files are not supported. Allowed Functions/Variables The implementation of Lua used by CustomFiles is custom and disallows the usage of much of Lua's functionality. This is a list of base Lua functions and variables that are allowed.
2 Documentation of these functions and variables can be found in in the Lua manual. _G _VERSION coroutine.create coroutine.resume coroutine.running coroutine.status coroutine.wrap coroutine.yield debug.getinfo debug.traceback debug.upvalueid error ipairs math.abs math.acos math.asin math.atan math.atan2 math.ceil math.cos math.cosh math.deg math.exp math.floor math.fmod math.frexp math.huge math.ldexp math.log math.log10 math.max math.min math.modf math.pi math.pow math.rad math.sin math.sinh math.sqrt math.tan math.tanh next os.clock os.date os.difftime os.exit os.time pairs pcall print
3 select string.byte string.char string.find string.format string.gmatch string.gsub string.len string.lower string.match string.rep string.reverse string.sub string.upper table.insert table.maxn table.remove table.sort table.unpack tonumber tostring type utf8.char utf8.charpattern utf8.codepoint utf8.codes utf8.len utf8.offset xpcall The following functions are also supported with a custom implementation: dofile load loadfile math.random Custom Functions This is a list of custom functions added by the hack. Alert Shows a Windows message box for debugging purposes with an "OK" button. -- Alert( <message> )
4 -- message: The String to show in the window. Alert("This is an alert message from a mod.") ComparePaths Compare two paths. -- ComparePaths( <path1>, <path2>, [<case_insensitive>, <slash_insensitive>] ) -- path1: The first path. -- path2: The second path. -- case_insensitive: Whether or not the comparison is case insensitive. Defaults to true. -- slash_insensitive: Whether or not the comparison is slash insensitive. Defaults to true. -- Result is true local Result = ComparePaths("art\\cars\\famil_v.p3d", "art/cars/famil_v.p3d") -- Result is false, the capitalization is different. local Result = ComparePaths("ART\\CARS\\FAMIL_V.p3d", "art/cars/famil_v.p3d", false) -- Result is false, the slashes are different. local Result = ComparePaths("ART\\CARS\\FAMIL_V.p3d", "ART/CARS/FAMIL_V.p3d", true, false) Confirm Shows a Windows message for debugging purposes with an "OK" button and a "Cancel" button. This returns true if "OK" was pressed and false if "Cancel" was pressed. -- Confirm( <message> ) -- message: The string to show in the confirmation message box. local Result = Confirm("Something, something, skulls on Barts car.") if Result then -- User clicked OK else -- User clicked Cancelend DirectoryGetEntries
5 DirectoryRecursiveCreate Exists FixSlashes GetEnabledMods GetFileExtension GetFileName GetModName GetModPath GetPath Gets the path of the file being requested. This function should only be called in a Path Handler script. -- GetPath() local CurrentPath = GetPath() if ComparePaths(CurrentPath, "scripts\\missions\\rewards.mfk") then -- Do something based on it being the rewards file. else -- Do something else, nothing probably with this examplend GetPathParent GetSetting GetTime Get the amount of seconds the game has been running for.
6 -- GetTime()local RunTime = GetTime() IsModEnabled Gets whether or not a mod, mod hack or framework is enabled. -- IsModEnabled( <mod_name> ) -- mod_name: The name of the mod to check for. This should be the mod's InternalName (if it has one, w if IsModEnabled("ReplayableBonusMissions") then -- Do stuff differently if the Replayable Bonus Missions Mod Hack is enabled.end IsHackLoaded IsWriting Output ReadFile Redirect RemoveFileExtension WildcardMatch Virtual File System Mount Points This hack has access to various mount points within the Mod Launcher's virtual file system. Path /GameData/ Description Allows access to files within the game's install directory (not including within RCFs) and within the "CustomFiles" folder of any enabled mod.
7 /GameDir/ /Mods/MODNAME Allows access to the game's install directory (bypassing any CustomFiles folders). Allows access to the folder of any enabled mod. Allows access to the current saved games directory. /UserData/SavedGames /UserData/Screenshots This could be the game directory if no main mod is enabled (depending on the user's "Always Keep Saved Games Separate" setting) or the main mod's saved games directory within the launcher's saved games directory if a main mod is enabled. Allows access to the screenshots directory (or the folder inside the screenshots directory for the current main mod if a main mod is enabled). Allows access to the folder containing "simpsons.ini". /UserData/Settings This may be the same as "/GameData" depending on the user's "Keep Game Settings Separate" setting. Revision #8 Created 2 months ago by Loren Goodwin Updated 2 months ago by Loren Goodwin
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