Re: res/scripts not containing pyc files
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BLACKWOT › Forums › Sales, Feedback and Information › Peer to Peer Technical Support › res/scripts not containing pyc files › Re: res/scripts not containing pyc files
4 hours ago, picknicker said:Yepp, the saddest part is the “API” we use by hooking random functions is anything else but stable…
Be prepared to debug your mods after every second patch, because WG refactored their code:
Best example: In the Halloween patch last year they introduced a new functionality: two turrets. Broke every aimbot incuding mine. After the event they reverted the code, broke the aimbot again. It was a pretty easy fix, but sometimes they are hard to spot.
I suggest for starting try to find open source mods or mods you can decompile, they are a good basis. If you have a specific question on a functionality just ask, I’ll do my best to help.
I’m pretty sure there is some russian forum (wich google crawlers don’t get to) where all the API changes are discussed. Koreanrandom is so far the best source for me, but the hints are very scattered through the threads and google translate is not always optimal…
But then again: Maybe the BWmod authors know a place, at least they have a business model which needs to react to changes fast, otherwise they loose customers…
I think I found the site of the BigWorld API which you’ve suggested me. Did you mean this one: http://monstrofil.xyz/docs/doc/api_python/client/index.html ?
The only open-source mod I’ve found yet is the teamspeak mod. I tried to decompile several mods, but all of them are protected by PjOrion. I tried unpacking it, but sooner or later I failed on each single one.
I already browsed a bit of KoreanRandom. I was surprised how good Google Translate is working.
What exactly do you mean by hooking functions? Until now I’ve only seen that you implement something new into the game and access some API functions. But I haven’t seen function hooking yet.
Well it seems like beginning to learn WoT modding is pretty tough…