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Scripts n stuff location

Discussion in 'Modding Help' started by GreyHCK, Sep 29, 2015.

  1. GreyHCK

    GreyHCK Shark Slayer

    Messages:
    82
    hi everybody, i've just put my hands into modding and i've started to analyze various game modes and other mods as well. Though, i'm probably not sure how kag locates the various *.as files: looking into some mods, infact, i've noticed that every argument of an #include is just the script name plus its extension, not even a directory defined. And also, i've seen mods keeping a directory structure similiar to the normal game modes, while others lacks of directories and/or included files.
    So my question is: does kag, when it compiles the scripts, go through all the mod's main directory to locate the included files or, in case it doesn't locate it within that folder, decides to use the ones from the kag's "core" library?

    thanks already for answering such nooby question.
     
  2. Verrazano

    Verrazano Flat Chested Haggy Old Souless Witchy Witch Witch THD Team Global Moderator Forum Moderator Tester
    1. Practitioners of War Extreme Revolution - POWER

    Messages:
    477
    KAG has a precache stage, where it caches all paths. This allows anything to be called by it's name rather than full path, this includes assets and scripts. Mods have a similar folder structure to the base because you can override files and change their functionality and it will be loaded over the original file.

    You should join the irc channel if you have more questions they can be answered more quickly there: http://webchat.quakenet.org/?channels=kag.modding, #kag&uio=d4
     
  3. GreyHCK

    GreyHCK Shark Slayer

    Messages:
    82
    thanks for the explanation :thumbs_up: