6/19/2023 0 Comments Forts game modding guideYou can browse this material, device, weapon and projectile data to see what parameters, texture files and effects are needed to make up the game. Materials have all of their configuration data in building_a, and their appearance is in the Sprites table, including damage levels. Devices are similar to weapons but don't need parameters relating to firing. This value references the SaveName of an entry in the Projectiles table of the projectile_a file, and so specifies which projectile to create when the weapon fires. It sets the effects used while firing, reloading, being destroyed etc. This points to a Lua file with detailed data about the appearance and behavior of the weapon. ![]() The game looks through this table to find the weapons to be used for this battle, what they are called internally (SaveName), how much they cost, build duration, etc.Įach weapon entry has a value called FileName. ![]() If you open weapon_a, you'll see a table called Weapons. The scripts most important to modding include:ĭuring the loading of a battle, the game will read these files and look for certain tables and variables within them. The game looks for specific plain text Lua files in order to get the parameters and asset filenames it needs to load and run the game. You can browse these folders to learn about how the game is set up. For example there is a directory for devices, weapons and materials. The data is divided into subdirectories according to their purpose. You can find it by right clicking on Forts in Steam, then properties, then local files. Forts' data can be browsed as ordinary files.
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