In most cases, the only special library you're going to use is going to be "lua", and only if your plugin is going to provide special functions that can be invoked from scripts. The good news is that most libraries normally used in C++ have a high probability to be already used by some other plugin. The libraries are all the 3rd-party libraries you want to use in your project. Only a handful of plugins use that technology, such as rename and isoworldremote. As such, it is outside of the scope of this document. so you can write a separate application that communicates with DFHack to access/modify the game's memory). Protobuf (protocol buffer) is a special serialization standard developed by Google, and its main use in DFHack is for communicating with other processes via TCP/IP (e.g. A set of C++ source files (there can be just one if you want!).In the full list of projects, uncheck ALL_BUILD, and instead check INSTALLĬreate your very own plugin What are the requirements for a plugin?.Go to "configuration properties"–>"Configuration".Right-click on the Solution, and select "Properties".To save some time, here is how you can set up Visual C++ to do a build+install every time you press F7: Make yourself comfy Windows Īs explained in the compiling guidelines (above), there are several scripts available, that will do different things : some will just build, some will also install the results to your DF's "hack" folder. Follow exactly the steps described in DFHack's documentation:.You must download the sources, and build them. Type die in that window to observe that the command line works ( die is a command to force-close DF). You can run DF once and observe the DFHack console. I'd recommend getting the latest "Lazy Newb Pack", which includes not only Dwarf Fortress but also DFHack and other nice things, ready-to-use: You'll need a test environment to run your script. It is intended for people who are totally new to DFHack. This document explains how to get started at writing C++ plugins with Microsoft Visual C++ 2010, step by step. This document is focused entirely on plugins - if you would like to learn more about writing scripts, see Certain things can be easier to do, and error handling is better in general, but the downside is that they can be quite slow - for example, trying to reveal the entire map from Lua may take an entire minute, while the C++ plugin can do it in a tiny fraction of a second. ![]()
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