Update 'dtmt.cfg Reference'
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@ -11,7 +11,7 @@ See [Autodesk Stingray: About the SJSON data format](https://help.autodesk.com/v
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## Example
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```sjson
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// The unique mod ID. Both DTMM and DMF will run into issues if this duplicates with another mod
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// The unique mod ID. Both DTMM and DMF will run into issues if this overlaps with another mod
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id = DMF
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// The human-readable name of the mod. This will show up in places like DTMM's mod list and DMF's options view
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name = "Darktide Mod Framework"
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@ -19,7 +19,7 @@ name = "Darktide Mod Framework"
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summary = "An open-source, community-run framework that provides enhanced Darktide modding support."
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// A version number to track changes in your mod with. Shows up in DTMM
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version = "2023-03-12"
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// Name of the individual or group that made this mod
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// Name of the individual or group that made this mod. Shows up in DTMM
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author = "Darktide Modders"
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// A file path with extension to an image to show in DTMM. Recommended width: 500 - 1000 px
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image = "assets/icon.png"
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@ -46,7 +46,7 @@ depends = [
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}
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]
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// File paths to Lua files, as passed in the second parameter of DMF's `new_mod`
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// File paths to Lua files (without extension), as passed in the second parameter of DMF's `new_mod`
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resources = {
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// The Lua file to be called by DMF when it initializes your mod.
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init = "scripts/mods/DMF/init"
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@ -57,7 +57,7 @@ resources = {
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}
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packages = [
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// At least one package file to load your files. It doesn't have to be named after your mod's ID value, but it is good practice to do so.
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// At least one package file (without extension) to load your files. It doesn't have to be named after your mod's ID value, but it is good practice to do so.
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"packages/mods/DMF"
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]
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