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Event Horizon Forum Index » Plug ideas » Plugin Creation
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Paul



Joined: 17 Apr 2004
Posts: 447
Location: Chicago

 Post Posted: Wed Apr 21, 2004 5:26 pm    Post subject: Plugin Creation
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I've modified Cap's D'anza plugin to conform to my as yet unpublished plugin guidelines (ahahaha, you didn't even know they existed, did you? Very Happy ). So here are the guidelines:

Each plugin gets its own namespace. I.E., everything in the default plugin will have an ID like default.ships.Agamemnon. The D'Anza namespace will be "danza", i.e., danza.ships.G-V. To give your plugin a namespace, modify its "Info.plist" file by setting the CFBundleExecutable to the namespace (capitalization doesn't matter, EH will change all namespaces to lowercase), and then change the executable (located in "MacOS") from Default to whatever you set CFBundleExecutable.

Secondly, ID's are case sensitive. This includes all flags such as mission flags. You can use all lower, or all caps, or whatever you want, just be consistent. Cap's first pizza mission set a "pizza" flag, but his second mission looked for a "Pizza" flag, so it didn't show up. You can download and compare my modified version to his original to see the details.

Oh, yeah. One other thing. The "Orbit" field of a planet.evh file can be set to a number, which indicates a theoretical mass of a central object for the planet to orbit, the ID of another planet in the same system, or "nil", which won't move. The way you have it now (and I haven't modified it, cause it's kind of cool Cool ) both planets in New Cupertino orbit the center of the system, but at different speeds since they're different distances from the center. Consequently, at times they overlap! If you want D'Anza to orbit Loupe, change it's "Orbit" value to "danza.planets.Loupe". Etc.

Ah. Yet another thing. I've changed the EH code so that if your system links to another system, it will automatically link back, so you don't need to worry about modifying the other system.

OK, I think that's all for now Very Happy Keep up the good work!
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Cap'n Hector



Joined: 17 Apr 2004
Posts: 85
Location: CA

 Post Posted: Wed Apr 21, 2004 5:40 pm    Post subject:
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Nice! I'll be trying out the new version…

Thanks for the info…I hope to see the plug-in guidelines shortly, along with support for 3DS files. Razz
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Gwynoid



Joined: 17 Apr 2004
Posts: 86
Location: MA

 Post Posted: Sun Apr 25, 2004 3:42 pm    Post subject:
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I'm making a Gwynoid system, which is sort of the UN of the future. It's a man-made shining planet with a logo on it. Very Happy
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Game Mogul



Joined: 30 Jan 2005
Posts: 241
Location: Neenerneener Land

 Post Posted: Fri Aug 04, 2006 4:18 pm    Post subject:
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Ok, so why for the entire million years I've been gone has there been no posts for plug-ins Mr. Green
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Bill_Ding_



Joined: 02 Feb 2006
Posts: 55
Location: SLC , UT

 Post Posted: Fri Aug 04, 2006 4:58 pm    Post subject:
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because wierdos like me misfiled their posts..... Very Happy
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Game Mogul



Joined: 30 Jan 2005
Posts: 241
Location: Neenerneener Land

 Post Posted: Fri Aug 04, 2006 5:20 pm    Post subject:
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Razz
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Bill_Ding_



Joined: 02 Feb 2006
Posts: 55
Location: SLC , UT

 Post Posted: Wed Aug 09, 2006 5:17 pm    Post subject:
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all right, I promise i'll be a little more organized in the future.* Rolling Eyes

*specific time to yet be determined
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Sulli



Joined: 20 Oct 2006
Posts: 11

 Post Posted: Fri Oct 20, 2006 9:38 am    Post subject:
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I think a cool idea for a mod would be something that allowed some data editing like starting money. Of course i like the building of the character yet it would be nice to have experimental character with a plug-in.
Thanks for reading.
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Paul



Joined: 17 Apr 2004
Posts: 447
Location: Chicago

 Post Posted: Fri Oct 20, 2006 3:53 pm    Post subject:
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You can always keep your current character from build to build (well, not always, I guess... sometimes it'll break Smile), but I guess I could just leave my player in there, as well.
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Bill_Ding_



Joined: 02 Feb 2006
Posts: 55
Location: SLC , UT

 Post Posted: Fri Oct 20, 2006 5:34 pm    Post subject:
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what I've done to test stuff out is to start a game (creating a player), quit immediately, and edit the player in the Property List Editor. It saves a heckuvalot of time - you don't have to buy a fast ship & jump six thousand times to get to the system(s) you want to test. It also works with money, changing ships, weapons... haven't done too much with missions yet, though, so I don't know how that would work.

And, yes, I realize this is a really, REALLY obnoxious way to cheat once we get the game running. Cool
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Paul



Joined: 17 Apr 2004
Posts: 447
Location: Chicago

 Post Posted: Sat Oct 21, 2006 3:34 am    Post subject:
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Once the game is out of beta I imagine I'll obfuscate the player file a bit, but for testing that's definitely useful to be able to edit it.
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