Explanations for some Tags/atrributes in modinfo

jackgames

Warlord
Joined
Aug 10, 2013
Messages
115
Hello,
I didnt' find any information for some tags/attributes on the net for modinfo file:
  • <HideSetupGame> (child of <Properties>): what does it mean ?
  • what's the difference between <Dependencies> and <References> tags ?
  • <Blocks> : what is it for ?
  • import attribute for <File> tags (=0 or 1)
  • what are all the actions available for tag <Actions> (I've seen only OnModActivated so far) and what's the difference between <UpdateDatabase> and <ActivateDatabase> actions ?
If anyone can help...
 
Hello,
I didnt' find any information for some tags/attributes on the net for modinfo file:
  • <HideSetupGame> (child of <Properties>): what does it mean ?
  • what's the difference between <Dependencies> and <References> tags ?
  • <Blocks> : what is it for ?
  • import attribute for <File> tags (=0 or 1)
  • what are all the actions available for tag <Actions> (I've seen only OnModActivated so far) and what's the difference between <UpdateDatabase> and <ActivateDatabase> actions ?
If anyone can help...

HideSetupGame means you will not be able to choose Setup game when the mod load. Only used for scenarios. The other ones I don't know.
 
With Dependencies, you can set what other mods (or official DLC) your mod requires - if the user doesn't have all dependent mods, they cannot enable your mod. References is similar, but the user won't be blocked off from using your mod if they don't have the references.

Blocks, I presume, is where you can set your mod to specify what mods don't work with your mod.

The import attribute is for importing files into VFS. This is 1 (true) for any arts/graphics files or lua/xml files that overwrite vanilla files, and false for other files, which are instead updated with the Database (except Lua files).

I'm not sure about the purpose of ActivateDatabase, however.
 
<Dependencies> : list of mods that must be activated with your mod
<References> : list of mods that must be loaded before your's (for compatibility in DB entries for example)
<Block> : list of mods that must be deactivated
tag 1 or 0 in file : load into the Virtual File System (1) or not (0) (there is a tutorial about the files properties)

events are OnModActivated, OnCreateModUserData, OnGetDLLPath

The first is to update the database, I don't know how to use the 2nd, and the 3rd is to link your custom DLL to the game if you use one.

(edit: ninja'ed)
 
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