Update 'dtmt.cfg Reference'
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The file format is SJSON (like most text files concerning DTMM, DTMT and the game engine are/will be), which is a modified version of JSON.
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The gist is:
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- comments (line: `//`, block `/* */`)
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- strings and object keys only need quotes when they include certain characters (or when they're empty)
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- array and object values can be separated by newline instead of comma (or mixed)
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- the top level value of a file must be an object, without the outer braces
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See [Autodesk Stingray: About the SJSON data format](https://help.autodesk.com/view/Stingray/ENU/?guid=__stingray_help_managing_content_sjson_html) and [github.com/Autodesk/sjson/](https://github.com/Autodesk/sjson/) for more.
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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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id = ""
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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 = ""
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name = "Darktide Mod Framework"
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// A one- or two-sentence summary of what your mod does. Shows up in DTMM
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summary = ""
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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 = ""
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version = "2023-03-12"
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// An optional, longer description of your mod. Currently unused, but matched to Nexus's long description
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// description = ""
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// Name of the individual or group that made this mod
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author = ""
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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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// A list of arbitrary strings that will show up in DTMM.
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// Grouping, filtering and other features may be implemented in the future, so you'll want to match up with other mods
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categories = [
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Misc
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Tools
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]
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// A list of mod IDs that this mod depends on.
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// A list of mod IDs that this mod depends on. DTMM will check before deployment
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depends = [
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// Just the ID defaults to "before"
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DMF
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foo
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// Long form of the above
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{
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id = other_dependency
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id = bar
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order = before
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}
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// Dependencies may be require to come after the current mod
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{
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id = yet_another_dependency
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id = baz
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order = after
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}
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]
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@ -39,19 +51,18 @@ depends = [
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// File paths to Lua files, 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/<id>/init"
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init = "scripts/mods/DMF/init"
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// The Lua file returning the mod's DMF configuration.
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data = "scripts/mods/<id>/data"
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data = "scripts/mods/DMF/data"
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// The Lua file returning localization strings to be registered with DMF.
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localization = "scripts/mods/<id>/localization"
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localization = "scripts/mods/DMF/localization"
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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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"packages/mods/<id>"
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"packages/mods/DMF"
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]
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```
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**Note:** Unless otherwise noted file paths must be specified _without_ file extension.<br>
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**Note**: All instances of `<id>` are intended to be replaced with the value you specify in `id = ""`.
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**Note:** Unless otherwise noted file paths must be specified _without_ file extension.<br>
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