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View Code? Open in Web Editor NEWTorch Plugin to implement Distress Call functions
Torch Plugin to implement Distress Call functions
This project templates provides: .gitignore - In case you are using Git for version control this file will add a blacklist - It is needed to prevent unwanted files to be put under version control. - Mainly the GameBinaries and TorchBinaries should never show up in there. - As well as your output folders and .vs folder itself. - Feel free to add additional files if you need to. manifest.xml - Defines Plugin name, ID, and Version. - Used for publishing on torch website. - Also used for display within Torch UI, and loading through Torch.cfg - After plugin is published you must not change Name and ID anymore. - ID must match plugin page, so you may need to change it. TorchPluginDistressCallPlugin.cs - Your plugins mainclass. - Sets up the UI and config file. - Has an example of how to listen to session state changes. TorchPluginDistressCallConfig.cs - The model of your config file. - Even if you dont have many settings, at least something like "enable" may be useful. - Deletion requires changes in other classes. TorchPluginDistressCallCommands.cs - Excample class on how to create commands. - If no commands needed, can be safely deleted. TorchPluginDistressCallControl.xaml - WPF definiton of your UI - Its bounds to your Config, careful of the property names. - If you screw them up, Torch can and will likely crash. - If no settings needed, you can also display additional information for admins. - Like best practices or more advanced command descriptions. TorchPluginDistressCallControl.xaml.cs - Class that binds your config to the UI. - unless you add many fancy buttons or events, you likely never have to change this class. After project creation 1. Close project and run provides Setup bat. - It asks for the installation directory of SE Dedicated server (can be found in torch). (Inside Torch its the DedicatedServer64 folder) - It also asks for Torch root directory (The folder where the Torch.Server.exe is located.) - Creates a symlink to these folders. - Your Plugin will use these simlinks to get the dlls of Torch and Space Engineers. 2. Open your Project again and check if references are loaded correctly. - If not check if simlink is set up correctly, it should be located next to your vsproj file. 3. Reformat code to your liking. - Your IDE should got you covered there 4. Rename classes to your liking. - Torch does not need the class names. It figures out what to load based on their implementation. - Classnames may be weird if your project name contains spaces. - Avoid generic names like "Commands", because if every plugin does that logfiles may become confusing. 5. Compile your Project - Everything should work fine - Your Projects bin folder should contain your dll, pdb and manifest file. - Those you can easily drop into your plugin zip. 6. Start coding - Follow the wiki or ask on discord if you have questions or problems.
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