Difference between revisions of "Mod"

From UFO:AI
(Created page with "== General == UFO:AI supports mod development. The main mod is the {{path|base}} mod. To create a new mod, just create a new directory in the UFO:AI {{path|mods}} directory. E...")
 
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UFO:AI supports mod development. The main mod is the {{path|base}} mod. To create a new mod, just create a new directory in the UFO:AI {{path|mods}} directory. E.g. name it {{path|mymod}}. Start UFO:AI with  
 
UFO:AI supports mod development. The main mod is the {{path|base}} mod. To create a new mod, just create a new directory in the UFO:AI {{path|mods}} directory. E.g. name it {{path|mymod}}. Start UFO:AI with  
 
  ./ufo +set fs_gamedir mymod
 
  ./ufo +set fs_gamedir mymod
 +
Every file that is "overwritten" in your mod takes the precedence over the files in the {{path|base}} directory.
  
 
== Server logic (Battlescape) ==
 
== Server logic (Battlescape) ==

Revision as of 08:51, 25 March 2013

General

UFO:AI supports mod development. The main mod is the base mod. To create a new mod, just create a new directory in the UFO:AI mods directory. E.g. name it mymod. Start UFO:AI with

./ufo +set fs_gamedir mymod

Every file that is "overwritten" in your mod takes the precedence over the files in the base directory.

Server logic (Battlescape)

Modding the battlescape is possible by providing your own game lib.

Client logic

Modding the client logic is possible, too. We already have gametypes implemented for multiplayer, skirmish and campaign.