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Change all occurences of double backticks to single backticks (#18)
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as they are more common in Markdown
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GeckoEidechse authored Sep 19, 2024
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2 changes: 1 addition & 1 deletion docs/Modding/guides/contributing.md
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Expand Up @@ -13,7 +13,7 @@ Including:

The Northstar modding documentation uses [Markdown](https://en.wikipedia.org/wiki/Markdown).

The ``.md`` files can be found in the ``docs/source`` directory.
The `.md` files can be found in the `docs/source` directory.

## Contributing without a local build

Expand Down
80 changes: 40 additions & 40 deletions docs/Modding/guides/gettingstarted.md
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Expand Up @@ -20,14 +20,14 @@ Check out the `tools` section for more information.

## Quick Start

In order to get started with making your mod, create a folder in ``R2Northstar/mods``.
In order to get started with making your mod, create a folder in `R2Northstar/mods`.
While it isn't required, it is best practise by mod authors to follow the naming scheme
``Author.ModName``, such as ``Northstar.Client``.
`Author.ModName`, such as `Northstar.Client`.

After making this folder, inside it add a folder named ``mod`` and a file named
``mod.json``.
After making this folder, inside it add a folder named `mod` and a file named
`mod.json`.

Provided is a template ``mod.json``, for a detailed list of values read the
Provided is a template `mod.json`, for a detailed list of values read the
`cheatsheet`

```json
Expand All @@ -43,9 +43,9 @@ Provided is a template ``mod.json``, for a detailed list of values read the
}
```

Inside the ``mod`` folder, existing files found in the engine's virtual file system will
Inside the `mod` folder, existing files found in the engine's virtual file system will
be overwritten and new files can be added. If you need to define new Squirrel files
``(.nut/.gnut)`` they *must* be declared in the ``"Scripts"`` array in `mod.json`. An
`(.nut/.gnut)` they *must* be declared in the `"Scripts"` array in `mod.json`. An
example for this might be:

```json
Expand All @@ -70,21 +70,21 @@ example for this might be:
]
```

``"Path"`` indicates where the script is, ``"RunOn"`` is the Squirrel VM context (see
`../native/sqvm`) as an expression, and ``"ClientCallback"`` and
``"ServerCallback"`` specify a function call that can be ``"Before"`` and/or ``"After"``
`"Path"` indicates where the script is, `"RunOn"` is the Squirrel VM context (see
`../native/sqvm`) as an expression, and `"ClientCallback"` and
`"ServerCallback"` specify a function call that can be `"Before"` and/or `"After"`
map-spawn.

## Detailed ``mod.json`` architecture
## Detailed `mod.json` architecture

Located at your mod's root folder, the ``mod.json`` file is the entrypoint of your mod;
Located at your mod's root folder, the `mod.json` file is the entrypoint of your mod;
it contains human-readable information about it, which scripts to load, and a bunch of
interesting stuff.

This guide will dig into each of the possible ``mod.json`` fields. Please note that
``mod.json`` keys must start with an uppercase letter.
This guide will dig into each of the possible `mod.json` fields. Please note that
`mod.json` keys must start with an uppercase letter.

This is what a well-formatted ``mod.json`` looks like:
This is what a well-formatted `mod.json` looks like:

```json

Expand Down Expand Up @@ -121,30 +121,30 @@ This is what a well-formatted ``mod.json`` looks like:

!!! note

The real ``Northstar.CustomServers`` mod contains more convars and scripts, some
The real `Northstar.CustomServers` mod contains more convars and scripts, some
have been removed for the readability of the example.

### Name and description

Those ones are pretty self-explanatory. Both fields are used by Northstar itself to
display in-game information about your mod in the main screen ``Mods`` menu.
display in-game information about your mod in the main screen `Mods` menu.

Best pratice for your mod's name is to use the ``Author.ModName`` convention.
Best pratice for your mod's name is to use the `Author.ModName` convention.

### Version

This field specifies version of your mod using ``X.Y.Z`` scheme; this field must be
This field specifies version of your mod using `X.Y.Z` scheme; this field must be
updated each time you release a new version of your mod.

Common use is to increase *Z* when you publish a fix (*e.g.* ``1.5.0`` to ``1.5.1``),
and increase *Y* when you release new features (*e.g.* ``1.5.1`` to ``1.6.0``).
Common use is to increase *Z* when you publish a fix (*e.g.* `1.5.0` to `1.5.1`),
and increase *Y* when you release new features (*e.g.* `1.5.1` to `1.6.0`).

Best practise is to follow semantic versioning (https://semver.org/).

### LoadPriority

This field defines the order in which all mods will be loaded by Northstar. For example,
a mod with ``"LoadPriority": 1`` will be loaded after a mod with ``"LoadPriority": 0``.
a mod with `"LoadPriority": 1` will be loaded after a mod with `"LoadPriority": 0`.

If your mod uses code from another mod, make sure to set a greater LoadPriority than the
mod you're using code from.
Expand All @@ -154,13 +154,13 @@ mod you're using code from.
This field lists configuration variables, that can be set by servers owners to modify
behaviour of your mod.

Each configuration variable must have a ``"Name"`` and a ``"DefaultValue"``. ConVars can
also have an optional ``"Flags"`` field which specifies special behaviour and an
optional ``"HelpString"`` field which specifies the usage of the ConVar which can be
view in-game by running ``help <convar>``.
Each configuration variable must have a `"Name"` and a `"DefaultValue"`. ConVars can
also have an optional `"Flags"` field which specifies special behaviour and an
optional `"HelpString"` field which specifies the usage of the ConVar which can be
view in-game by running `help <convar>`.

You can access configuration variables from squirrel code using ``GetConVarInt``,
``GetConVarFloat``, ``GetConVarBool`` or ``GetConVarString`` calls.
You can access configuration variables from squirrel code using `GetConVarInt`,
`GetConVarFloat`, `GetConVarBool` or `GetConVarString` calls.

!!! warning

Expand All @@ -170,8 +170,8 @@ You can access configuration variables from squirrel code using ``GetConVarInt``
#### Example

If I don't want to wait 15 seconds for matches to start on my server,
``Northstar.CustomServers`` mod exposes a ConVar named
``ns_private_match_countdown_length`` in its ``mod.json`` manifesto:
`Northstar.CustomServers` mod exposes a ConVar named
`ns_private_match_countdown_length` in its `mod.json` manifesto:

```json

Expand All @@ -185,11 +185,11 @@ If I don't want to wait 15 seconds for matches to start on my server,
]
```

I can setup the ``ns_private_match_countdown_length`` variable in my
``R2Northstar/mods/Northstar.CustomServers/mod/cfg/autoexec_ns_server.cfg``
I can setup the `ns_private_match_countdown_length` variable in my
`R2Northstar/mods/Northstar.CustomServers/mod/cfg/autoexec_ns_server.cfg`
configuration file.

When starting a match, ``Northstar.CustomServers`` mod will retrieve the configuration
When starting a match, `Northstar.CustomServers` mod will retrieve the configuration
variable value, or its default value if it hasn't been specified in configuration file:

```squirrel
Expand All @@ -200,7 +200,7 @@ variable value, or its default value if it hasn't been specified in configuratio

!!! note

All ``Northstar.CustomServers`` ConVars are listed here:
All `Northstar.CustomServers` ConVars are listed here:
https://r2northstar.gitbook.io/r2northstar-wiki/hosting-a-server-with-northstar/basic-listen-server

#### Flags
Expand Down Expand Up @@ -275,7 +275,7 @@ Each script entry must have a "Path" value and a "RunOn" value.

#### Path

Path of the Squirrel file to import, without ``mod/scripts/vscripts`` prefix (that's
Path of the Squirrel file to import, without `mod/scripts/vscripts` prefix (that's
where your script files should go).

#### RunOn
Expand All @@ -295,15 +295,15 @@ A boolean expression which tells the game when and in which context to compile t
|MAP_mp_box|True if the given map name is being loaded|
|GAMEMODE_at|True if the given game mode is being loaded|

``CLIENT && !LOBBY`` - Compiles on client and not in the lobby. So during actual singeplayer and multiplayer gameplay.
`CLIENT && !LOBBY` - Compiles on client and not in the lobby. So during actual singeplayer and multiplayer gameplay.

``CLIENT && MP && !LOBBY`` - Compiles on client, only in multiplayer and not in the lobby.
`CLIENT && MP && !LOBBY` - Compiles on client, only in multiplayer and not in the lobby.

``( CLIENT || SERVER ) && MP`` - Compiles on both client and server only in multiplayer.
`( CLIENT || SERVER ) && MP` - Compiles on both client and server only in multiplayer.

``CLIENT && SP && MAP_sp_boomtown`` - Compiles only on client in singleplayer only when the map ``sp_boomtown`` is loaded. ( Here ``SP`` isn't needed as ``sp_boomtown`` is singleplayer only )
`CLIENT && SP && MAP_sp_boomtown` - Compiles only on client in singleplayer only when the map `sp_boomtown` is loaded. ( Here `SP` isn't needed as `sp_boomtown` is singleplayer only )

``CLIENT && GAMEMODE_aitdm`` - Compiles on client on both singleplayer and multiplayer only when the ``aitdm`` gamemode is set. ( ``aitdm`` is attrition which is multiplayer only so this script only compiles on multiplayer )
`CLIENT && GAMEMODE_aitdm` - Compiles on client on both singleplayer and multiplayer only when the `aitdm` gamemode is set. ( `aitdm` is attrition which is multiplayer only so this script only compiles on multiplayer )


#### ClientCallback / ServerCallback
Expand Down
10 changes: 5 additions & 5 deletions docs/Modding/guides/keyvalue/crosshairmodding.md
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Expand Up @@ -6,7 +6,7 @@ Example Mod:
## How To Modify Crosshairs:

1: Create the following file
``~/Your.Mod/keyvalues/scripts/weapons/mp_weapon_[desired weapon].txt``
`~/Your.Mod/keyvalues/scripts/weapons/mp_weapon_[desired weapon].txt`

2: Put the following into the newly created .txt file:

Expand Down Expand Up @@ -67,7 +67,7 @@ formating in the script above.**
## Adjust Crosshair Spread?

Simply add the following line below the "ui" line
``"base_spread" "3.0"``
`"base_spread" "3.0"`
Below the "ui" line, Like this:

```
Expand Down Expand Up @@ -122,11 +122,11 @@ https://noskill.gitbook.io/titanfall2/
### Extra Info


* As with any mod, it is recommended to test this out in a private match first. Save any changes you made to the desired weapon's file and type ``reload`` in your console
* As with any mod, it is recommended to test this out in a private match first. Save any changes you made to the desired weapon's file and type `reload` in your console


* Keep in mind that some weapons have animated or dynamic crosshairs. Weapons like the Charge Rifle, Cold War, Frag Grenade, etc... have custom animations for their crosshairs. which can cause weirdness or jank when used on other weapons or when using other crosshairs on them.
* Animated weapons like the Charge rifle will work with animated crosshairs like ``ui/crosshair_titan_sniper``
* Animated weapons like the Charge rifle will work with animated crosshairs like `ui/crosshair_titan_sniper`

Thank you to ``Cpone#0001`` and ``Nixie#8251`` from the [Northstar
Thank you to `Cpone#0001` and `Nixie#8251` from the [Northstar
Discord](https://northstar.tf/discord) for helping me figure this out
2 changes: 1 addition & 1 deletion docs/Modding/guides/keyvalue/index.md
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Expand Up @@ -6,7 +6,7 @@
Do keep in mind that these are usually changed server-side.

To actually change the keyvalues of weapons you'd have to name them appropriately inside a mod folder
For example: ``R2Northstar\mods\Northstar.Custom\keyvalues\scripts\weapons``
For example: `R2Northstar\mods\Northstar.Custom\keyvalues\scripts\weapons`
You can find all the weapon keyvalues [here](https://github.com/BigSpice/TitanFall_2_Weapon_Skin_Modding/tree/main/Weapon_Scripts)

Example for modding crossshairs using keyvalues: [crosshairmodding](crosshairmodding.md)
Expand Down
28 changes: 14 additions & 14 deletions docs/Modding/guides/keyvalue/localisation.md
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Expand Up @@ -15,7 +15,7 @@ Languages natively supported by Titanfall2 are:
- Portuguese
- Russian
- Spanish
- Traditional Chinese (``"tchinese"``)
- Traditional Chinese (`"tchinese"`)

## Create translation files

Expand All @@ -38,24 +38,24 @@ Here's what a translation file looks like:
}
```

It begins with the ``"lang"`` instruction, contains a ``"Language"`` key indicating
language of current file's translations, and a ``"Token"`` key indexing all
It begins with the `"lang"` instruction, contains a `"Language"` key indicating
language of current file's translations, and a `"Token"` key indexing all
translations.

!!! warning

If the translation file contains any non-ASCII character, it must use ``"UTF-16
LE"`` encoding.
If the translation file contains any non-ASCII character, it must use `"UTF-16
LE"` encoding.

You'll have to create one file per supported language, and all your files must be named
in a similar fashion.

For example, Northstar translation files are named
``"northstar_client_localisation_english.txt"``,
``"northstar_client_localisation_french.txt"``,
``"northstar_client_localisation_german.txt"`` etc.
`"northstar_client_localisation_english.txt"`,
`"northstar_client_localisation_french.txt"`,
`"northstar_client_localisation_german.txt"` etc.

You can import them from your ``mod.json`` manifesto this way:
You can import them from your `mod.json` manifesto this way:

```json

Expand All @@ -68,14 +68,14 @@ You can import them from your ``mod.json`` manifesto this way:

!!! note

The ``"%language%"`` syntax allows VM to load up translations matching game language
The `"%language%"` syntax allows VM to load up translations matching game language
(e.g. an English client will automatically use
``"northstar_client_localisation_english.txt"`` file)
`"northstar_client_localisation_english.txt"` file)

## Use translations in your code

To translate UI elements like menus, you have to insert strings containing your
translation keys, preceded by a ``#``.
translation keys, preceded by a `#`.

For example, to translate the "Launch Northstar" button on main menu, instead of
calling:
Expand All @@ -92,7 +92,7 @@ We'll use:
AddComboButton( comboStruct, headerIndex, buttonIndex++, "#MENU_LAUNCH_NORTHSTAR" )
```

You can also use the ``Localize`` method client-side:
You can also use the `Localize` method client-side:

```
Expand All @@ -104,7 +104,7 @@ You can also use the ``Localize`` method client-side:
Northstar adds new strings to the game which can be localised to match the language you
are using on your Titanfall 2 installation.

They're all located in ``"Northstar.Client"`` mod: [Northstar localisation files on
They're all located in `"Northstar.Client"` mod: [Northstar localisation files on
GitHub]
(https://github.com/R2Northstar/NorthstarMods/blob/main/Northstar.Client/mod/resource)

Expand Down
2 changes: 1 addition & 1 deletion docs/Modding/guides/keyvalue/weaponkeyvalues.md
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Expand Up @@ -6,7 +6,7 @@ Note that asset values are identical to strings in Key Value files.

These can be modified with KeyValue modding, see here: [weaponmodding](broken)

The majority of these values are held in ``eWeaponVar``. Those that are can be modified with attachments (named "Mods" in Key Value files); otherwise, the game will crash with an "Unrecognized entry" error when Key Values are loaded.
The majority of these values are held in `eWeaponVar`. Those that are can be modified with attachments (named "Mods" in Key Value files); otherwise, the game will crash with an "Unrecognized entry" error when Key Values are loaded.

## List of KeyValues

Expand Down
14 changes: 7 additions & 7 deletions docs/Modding/guides/publishing.md
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Expand Up @@ -2,8 +2,8 @@

## Best practices

Make sure to name your mod in the form ``<your name>.<mod name>``, similar to the existing default mods, like ``Northstar.Client``, ``Northstar.CusomServer``,
Note that the Northstar name (``Northstar.Xyz``) is reserved for mods that come with the Northstar install and should therefore **not** be used.
Make sure to name your mod in the form `<your name>.<mod name>`, similar to the existing default mods, like `Northstar.Client`, `Northstar.CusomServer`,
Note that the Northstar name (`Northstar.Xyz`) is reserved for mods that come with the Northstar install and should therefore **not** be used.

It is recommended to upload the source code of your mod to a public repository like [Github](https://github.com/) to give your users a place to suggest changes and leave feedback in an organised manner.

Expand Down Expand Up @@ -34,11 +34,11 @@ The Thunderstore package zip structure is as follows:
```


- ``icon.png``: 256x256px icon for your mod.
- ``README.md``: the description page for your mod
- ``manifest.json`` outlined [here](https://northstar.thunderstore.io/package/create/docs/)
- `icon.png`: 256x256px icon for your mod.
- `README.md`: the description page for your mod
- `manifest.json` outlined [here](https://northstar.thunderstore.io/package/create/docs/)

You can put multiple mods in the ``mods/`` folder, but only do this if neccessary.
You can put multiple mods in the `mods/` folder, but only do this if neccessary.

`manifest.json` checker:
[https://northstar.thunderstore.io/tools/manifest-v1-validator/](https://northstar.thunderstore.io/tools/manifest-v1-validator/)
Expand All @@ -49,7 +49,7 @@ After you have set up the folder structure, head to [https://northstar.thunderst

When uploading, it will verify your package structure and you can publish after it's successfully checked.

To update a mod, change the version in ``mod.json`` and ``manifest.json``, and upload again. If the mod name is the same, it will update the previous version.
To update a mod, change the version in `mod.json` and `manifest.json`, and upload again. If the mod name is the same, it will update the previous version.

## Github Workflows

Expand Down
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