Adding the mods to your map
Modules
All modules are under the /Modules
directory in (10)trymemode.stormmap/base.stormdata
.
Module Name | File | Lib Id | Brief functionality |
---|---|---|---|
Module Loader | LibModuleLoader.galaxy |
libMODL |
A unified Module Loader Lib that allows you to choose which module to load, |
Utilities | LibUtilities.galaxy |
libUTIL |
A Module that have utilities tools such as "Toggle Fog Of War", "Toggle UI", etc. |
Units | LibUnits.galaxy |
libUNIT |
Commands that are related to Players, eg, scoreboard, respawn timer, etc |
Players | LibPlayers.galaxy |
libPLYR |
Commands that are related to units, eg, spawn, kill, etc |
Builder Mode | LibBuilderMode.galaxy |
libBULM |
A Builder Module that allows you to place objects anywhere in the map. |
FPS Mode | LibFPSMode.galaxy |
libFPSM |
A FPS Module that allows you to see the map in first person camera. |
Free Camera Mode | LibFreeCameraMode.galaxy |
libFRCM |
Free Camera Mode allows you to change the angle of the camera easily. |
Funny Module | LibFunny.galaxy |
libFUNY |
Some random code that I put in when I am boring. |
You can easily add modules or use the above in your map easily!
- Copy the whole directory
Modules
inbase.stormdata
- Put it in your mods or map file's directory, should be something like
/your/path/to/ModOrMap.stormmap(or .stormmod)/base.stormdata/Modules
How to use it in your own map
If you are developing a map, you should have a MapScript.galaxy
file in the root of your map directory.
Note: I suggest use text editor that supports syntax highlighting such as Sublime Text, VS code or Notepad ++
-
Open the
MapScript.galaxy
in your text editor. -
For the first few lines, you should see bunch of
include "XXXX"
. (If not, just add it on top of the file.) -
After the last line, add the code in a new line:
include "Modules/LibModuleLoader"
:include "XXXXXXX" include "XXXXXXX" ... include "Modules/LibModuleLoader"
-
Then find the function named
InitLibs ()
, which look like this:void InitLibs () { libXXXX_InitLib(); libXXXX_InitLib(); ... ... }
-
At the last line, add the code
libMODL_InitLib();
, which looks like this:void InitLibs () { libXXXX_InitLib(); libXXXX_InitLib(); ... ... libMODL_InitLib(); }
-
Save the file and open the map, you should see some modules loaded message appear:
- If there any errors, which will looks like this, then check your code again:
How to use in your own Mod
If you are developing a mod, you should have a created a .galaxy
file inside base.stormdata
directory. If not, create one using tools such as SC2 Editor and add a trigger library, or make your own
Note: I suggest use text editor that supports syntax highlighting such as Sublime Text, VS code or Notepad ++
-
Open the
.galaxy
in your text editor. -
For the first few lines, you should see bunch of
include "XXXX"
. (If not, just add it on top of the file.) -
After the last line, add the code in a new line:
include "Modules/LibModuleLoader"
:include "XXXXXXX" include "XXXXXXX" ... include "Modules/LibModuleLoader"
-
Your
.galaxy
file should have a LibID, which most functions or variables star with. It is beginning withlib
then either follow by a 4 character or 6 random Hex characters. It should not hard to find it. (below will uselibXXXX
as example) -
Then find the function named
libXXX_InitLibraries ()
, which look like this:void libXXX_InitLibraries () { libXXXX_InitLib(); libXXXX_InitLib(); ... ... }
-
At the last line, add the code
libMODL_InitLib();
, which looks like this:void libXXX_InitLibraries () { libXXXX_InitLib(); libXXXX_InitLib(); ... ... libMODL_InitLib(); }
-
Save the file and open the map, you should see some modules loaded message appear:
- If there any errors, which will looks like this, then check your code again: