Mech Compatibility Loader
Contains the script loader for the config.
Does not replace "modularmech.lua"
This mod should be compatible with any mech mods.
Contains a fix for modded arms that gave an error with "Mech Overhaul" or "FU". (getArmPower in log)
Available script slots:
- File location: /vehicles/modularmech/custom/mech_compat_list.config
- modularmech: modularmech.lua, and any script that you want to be added unto it.
- modularmecharmsBase: base.lua, and any script that you want to be added unto it .(Details in discussion)
- modularmecharms: the specific arm.lua, and any script that you want to be added unto it. (Details in discussion)
- modularmechNPCarmsBase: base.lua, and any script that you want to be added unto it .(Details in discussion)
- modularmechNPCarms: the specific arm.lua, and any script that you want to be added unto it. (Details in discussion)
- mechpartbuilder: Allows mods to patch in lua files into the "mechpartbuilder.lua" item buildscript. Contains a base script that is compatible with Vanilla, Mech Overhaul and FU if you wanna check it.
Utilities:
- self.hasMechOverhaul: If it has "Mech Overhaul" installed.
- self.hasFU: If it has "Frakin Universe" installed.
- self.isNPC: If the driver is an NPC, for "NPC Mechs" related stuff. Doesn’t work yet, still needs a replacement script as NPC Mechs’ is not done via patches.(Code here is ready)
Considerations:
- Mech arms scriptsl: Check in-code before modifying them, because arms have a secondary arm script above "base", so maybe a "beamarm" or "gatlingarm" or many other types.
- Hooking damage changes to "BeamArm" or any arm with "damageSources" has to be done in the "player/deployment" script, druing "MechPartManager:partConfig" function, or similar.
- self.hasFU: May not work as intended, I have a very old FU version to compare it to.
Uninstalling
Yes, it won’t break anything, any scripts loaded via this mod won’t work anymore, default behavior will resume. (Vanilla, FU or Mech Overhaul)