Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
You are right, a mod mirrors the game's data structure to make it possible to mod existing files. An addon doesn't, to actually prevent you from changing vanilla files. But to your actual questions:
1.)
The paths aren't equal or rather some parts are omitted because it doesn't matter where you place your vehicle's config files in your addon. You could invent a folder: "crappydoodle/mystuff/somefunkyvehicle.cfg" and it would still work...given one thing:
The game needs to know where that config file is, you tell the game by creating a special configlist. Those lists are being read by the scenario editor, so the vehicle shows up for you to place in the scene. Look at the addons configlist folder. You'll find a config list for this addon. Inside are entries containing of two parts:
NAME PATH
The NAME is the name you wish to appear in the scenario editor, the PATH is the path (in your addon) pointing towards the config file of that vehicle. So the engine doesn't have any magic path powers so to speak, it simply reads what's in this config list. Having said that, the configlist file isn't at a random location. That is actually "fixed" and you have to obide by it.
The same thing IN the vehicle's config file. There can be several other files in there as a path reference. One or more controller scripts, models for the parts etc. All those things can be at random locations, as long as they are there and are correctly referenced in the config file. The engine doesn't care. Of course there's some sort of understanding and to make it easier for others to "read" your addon, we all should try to maintain a certain standard, otherwise there would be chaos.
2.)
The "// SCRIPT path ......" is a line the author "commented out" meaning, it's just a comment. A comment is initiated by writing "//" and the entire line will be ignored by the parser. It's a single line comment. He might as well have deleted the line, same effect.
A multi line comment starts like this:
/*
you can write anything in between, your name, email address...
and to end your comment your write:
*/
That's probably the reason you can't find the file. It doesn't exist. And it's not referenced in any way (it's commented out).
Hope that helps.
Also appreciate the explanation of commenting... this really helps understand what is being read by the parser.