How to create PA Mods?

Discussion in 'Mod Discussions' started by forgottenmods, October 27, 2014.

  1. forgottenmods

    forgottenmods New Member

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    Can someone point me in the right direction, I need to know how to create Mods and I need a list of the mods already created this way Im not creating the same mods...
  2. swizzlewizzle

    swizzlewizzle Active Member

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    The developers still haven't really gotten around to throwing out any tutorials or documentation. It seems to be a "let the community figure out what we did by themselves" sort of arrangement. If you want to mod, best thing to do is to search through this forum and hope that the information you find is not outdated. Either that, or just wait until sorian or someone finds the time to make a few basic tutorials or put out some documentation.
  3. cptconundrum

    cptconundrum Post Master General

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  4. Raevn

    Raevn Moderator Alumni

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  5. trialq

    trialq Post Master General

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    As a very lazy pointer:
    • Most mods are in html5, meaning html, javascript and css. The coherent ui uses these things to create the UI, and communicate with the engine. If you want to alter the UI (or add something to it), or do some other small thing with the logic of the game to help the player, you'd use these. JSON gets honourable mention for being the format many things are defined with, which you can imprecisely think of as strictly-formatted javascript objects
    • The shaders can also be modded, which are in the opengl shader language GLSL
    • Models can be modded. They are in papa format (tools exists to change from papa to blender [afaik] format), there are issues with importing models into the game with rotated bones
    • PFX files can be modded, which appears to stand for particle effects. They are in JSON format
    • Sounds can be replaced to a limited degree. The fmod engine is used
    • There are two types of mod, client and server. Client mods apply to the user who has it installed, server mods apply to everyone in the game
    • It's also possible to make offline-server-only mods, as offline servers have some things we can do that are not possible with Uber's servers. This is a recent development that hasn't been explored fully yet
    • Most files can be shadowed (replaced with your own versions)
    • You can also add entirely new files which the game can load, for certain mod types (adding new units, new game logic etc)
    • You can see the code of existing mods as examples
    • This modding forum has some rough guides, and you can also ask for specific help
    • Other things I've forgotten
  6. swizzlewizzle

    swizzlewizzle Active Member

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    trialQ, perhaps you could elaborate a bit on how to start up a user-hosted server only mod? So far I have just been sticking my mod into server_mods...
  7. trialq

    trialq Post Master General

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    If it's a normal server mod and you've put it in the server_mods directory, PAMM should see it so you can enable/disable it from PAMM. This works for offline and online servers. If it's an offline-server-only mod, you need to replace the files in the server-script directory directly, and run the PA executable directly (don't use the launcher, it will verify and overwrite any direct changes you've made).

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