Command line options
Re: Command line options
Is there any option to ignore plugins? Useful when editing maps etc.
Re: Command line options
You can change your home directory with the -homedir command line argument.
This effectively means you can have mapping mods in a separate folder.
This effectively means you can have mapping mods in a separate folder.
On extended hiatus.
Re: Command line options
Already do that, but doesn't stop the loading of plugins on launch, generating a nasty error when you're trying to use the editor.
Looking for a way of avoiding that without moving the plugins out of the folder every time I want to edit a map.
Looking for a way of avoiding that without moving the plugins out of the folder every time I want to edit a map.
Re: Command line options
Welllll, yes, but if there's a launch switch that I'm unaware of, it would be far simpler. Hence my question
Re: Command line options
You need to adapt the path accordingly
no plugin start
normal start
cheers,
Dorin
no plugin start
Code: Select all
IF EXIST "G:\Steam\SteamApps\common\Euro Truck Simulator 2\plugin\any_plugin.dll" rename "C:\Steam\SteamApps\common\Euro Truck Simulator 2\plugin" "xplugin"
timeout /t 5
REM follows the code to launch ETS2
start steam://rungameid/227300
Code: Select all
IF EXIST "G:\Steam\SteamApps\common\Euro Truck Simulator 2\xplugin\any_plugin.dll" rename "C:\Steam\SteamApps\common\Euro Truck Simulator 2\xplugin" "plugin"
timeout /t 5
REM follows the code to launch ETS2
start steam://rungameid/227300
Dorin
Re: Command line options
That works too.
And forgive me, i somehow got it into my head you had mod issues. Not plugin issues.
Dorins example works best.
And forgive me, i somehow got it into my head you had mod issues. Not plugin issues.
Dorins example works best.
On extended hiatus.
Re: Command line options
Batch file, of course, how dumb of me. Thanks
Re: Command line options
I found my new favourite:
-dump_units <path_to_file>
It outputs all of the unit types with their associated attributes and the types of those units in a serialized format.
Example Usage:
Example (partial) Output:
It's extraordinarily useful for finding attributes that have been implemented in the code that haven't yet found there way into the base game asset defs (torque_curve[] for accessory_engine_data for example). It's also handy for seeing changes in unit structure between game versions. Of course, I found this after I dug through all of the strings buried in the executable.
Of course, it outputs everything so it helps to know the unit type you are looking for and use Ctrl+F while viewing the output.
Now I really want to find out what -edit_unit does...
There's also an export_truck string in the neighbourhood of the console commands which has me really intrigued...
Sorry to dig up an old topic, but I think it's justified to keep related content together.
-dump_units <path_to_file>
It outputs all of the unit types with their associated attributes and the types of those units in a serialized format.
Example Usage:
Code: Select all
amtrucks.exe -dump_units "O:\smartyrigs\dumps\ATS_units_1_2.txt"
Code: Select all
"accessory_addon_data":{
"superclass":"accessory_data",
"attrs":{
"name":{
"type": "string"
},
"short_name":{
"type": "string"
},
"icon":{
"type": "string"
},
"info":{
"type": "string_array"
},
"price":{
"type": "s64"
},
"unlock":{
"type": "uint"
},
"suitable_for":{
"type": "string_array"
},
"conflict_with":{
"type": "string_array"
},
"defaults":{
"type": "string_array"
},
"require":{
"type": "token_array"
},
"exterior_model":{
"type": "string"
},
"interior_model":{
"type": "string"
},
"exterior_model_uk":{
"type": "string"
},
"interior_model_uk":{
"type": "string"
},
"coll":{
"type": "string"
},
"look":{
"type": "token"
},
"variant":{
"type": "token"
},
"hide_in":{
"type": "u32"
}
}
}
Of course, it outputs everything so it helps to know the unit type you are looking for and use Ctrl+F while viewing the output.
Now I really want to find out what -edit_unit does...
There's also an export_truck string in the neighbourhood of the console commands which has me really intrigued...
Sorry to dig up an old topic, but I think it's justified to keep related content together.
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