Recompiling code: Difference between revisions
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* Download [https://forums.alliedmods.net/attachment.php?attachmentid=146205&d=1435552942 Advanced MOTD] and place the .inc file into the same directory as above. | * Download [https://forums.alliedmods.net/attachment.php?attachmentid=146205&d=1435552942 Advanced MOTD] and place the .inc file into the same directory as above. | ||
Once the dependencies are installed, you can compile your changes by dragging the uncompiled code file into <code>compile.exe</code> or <code>compile.sh</code> in the | Once the dependencies are installed, you can compile your changes by dragging the uncompiled code file into <code>compile.exe</code> or <code>compile.sh</code> in the scripting directory. The compiler will create the file <code>tf/addons/sourcemod/scripting/compiled/fortress_blast.smx</code>. Move this into the <code>tf/addons/sourcemod/plugins</code> directory. | ||
If the changed code compiles successfully and runs as expected in-game, you can fork the [https://github.com/Fortress-Blast/Fortress-Blast main repository] and submit a pull request with a detailed description of what your changes do. | If the changed code compiles successfully and runs as expected in-game, you can fork the [https://github.com/Fortress-Blast/Fortress-Blast main repository] and submit a pull request with a detailed description of what your changes do. |
Revision as of 20:57, 24 November 2019
Before continuing, make sure that Fortress Blast is installed and working on your test server.
The tf/addons/sourcemod/scripting/fortress_blast.sp
file contains the uncompiled code that you can freely edit. To edit it, you need to have an understanding of SourcePawn (similar to C++).
Note that any changes you make to the uncompiled code will not be reflected in-game. Before you compile any changes to the code, you first need Fortress Blast's dependencies:
- Download More Colors and place the .inc file into
tf/addons/sourcemod/scripting/include
. - Download Advanced MOTD and place the .inc file into the same directory as above.
Once the dependencies are installed, you can compile your changes by dragging the uncompiled code file into compile.exe
or compile.sh
in the scripting directory. The compiler will create the file tf/addons/sourcemod/scripting/compiled/fortress_blast.smx
. Move this into the tf/addons/sourcemod/plugins
directory.
If the changed code compiles successfully and runs as expected in-game, you can fork the main repository and submit a pull request with a detailed description of what your changes do.