The Driver Syndicate/Addon System

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Revision as of 21:56, 1 February 2023 by NikkiChan92 (talk | contribs) (The start of the making a Addon's page.)
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To create a Addon first you must set up the file directory and the Modinit lua script.

Addons Directory

Depending on the needs of the mod you want to develop, the following directories can be used.

Addons/YourCoolMod/ - YourCoolMod (example name) is the starting folder, inside of this will be the following folder directories and the Modinit.lua script.

editor_prefabs folder for prefabs used in your cities. See the wiki page on level editor prefabs for more information on this.

levels folder - stores your level.lev files and <levelname>_editor folders.

materials folder - in this directory you will store textures and materials.

materialsSRC folder - the future of DrvSyn modding. For now it's used to generate levelmaps.

models folder - in this directory you will store dynamic objects and scriptable objects.

Note: Typically level makers do not pack in static level models with their cities. However, .egf models are required pack-ins due to scripting and object definitions.

replayData folder - here you store replays for cutscenes, pursuit chases and more!

resources folder - for level resources, HUD elements, and loading screens. Files in this directory are saved in .res format.

scripts folder - this directory is for many types of scripts. Menus, Environment, Music, Missions, Game Modes, Level Events, and more! Lots of possibilities!

sounds folder - this directory is for storing sounds. See the wiki page that deals with the game's sound system.

Modinit.lua

TODO: Add good Modinit example.