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We need to go deeper bots
We need to go deeper bots









we need to go deeper bots
  1. We need to go deeper bots install#
  2. We need to go deeper bots mod#
  3. We need to go deeper bots update#

There is now a mod manager built in to the installer you can use to get plugins approved by the devs and myself.

We need to go deeper bots install#

Simply build the plugin if its yours, or get the dll if its not, and put it in the Plugins folder in your we need to go deeper install folder You can use ModEngineCommands.(command) to do some functions, such as spawning the time traveler or boss.Įxample: ModEngineCommands.SpawnTimeTravller(0f, 0f, true) forces the time traveler to spawn instantly and be good Using and testing plugins You dont have to save the instance.Įxample: new ModEngineChatMessage("Hello world!", ) Įxample: new ModEngineTextOverlay("Hello world!") Functions To use this you need to create a new instance of ModEngineChatMessage or ModEngineTextOverlay. To display feedback to the player, you can either create an overlay over their screen, or using a chat message. ModEngineEvents events = new ModEngineEvents()

We need to go deeper bots update#

To use an event, instanciate the ModEngineEvents class, add an if statement in your update void, in the brackets put (What you named the instance).(Event), this will be true if the event has happened If you want to use other classes, make sure you instanciate them before or instead of calling methods in there Events This interface comes with methods for you already made, such as getting information about the plugin and a run function, where you put your code in. Make sure your main class implements the IPlugin interface, as it will not be loaded if it does not.

we need to go deeper bots

The framework has several classes, you can use these to control you plugin. This will come with description functions and various level update methods for your to use. Simply download the program from the releases tab, run it and press install, it should find your install directory automaticaly, if not you will be prompted to select it. Using IllusionPluginĪs we now use Illusion plugin, you will need to implement it in your class. We need to go deeper mod engine installer, it will add the mod engine code to your game install. Once this is done you will need to make your class impement IPlugin. You may be asked to add other DLLs in the folder, to do this just repeat the above method except select them. You should then have access to the mod engine and the game code. NET framework, then in the soloution explorer, right click dependencies/refrences and press add refrence, it should open a menu, press browse and browse to your game install directory, go into WeNeedToGoDeeper data, then managed and select Assembly-CSharp, ModEngine and IllusionPlugin. Simply open visual studio and use the class library with. Making a pluginĪ plugin/mod is a way to modify the way the game works Making the projectīefore you start, use the installer to make sure your game code has the engine installed. Mod engine core for We need to go deeper, it is installed by my other repo, WeNeedToModDeeper-Installer, which pulls the DLL to merge with the game code from the sources here.Īs we now use IPA, this engine is used as a framework or utility for IPA plugins Please note this documentation is missing a number of other functions that are currently in the mod engine.











We need to go deeper bots