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Fix typos and small changes
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@ -30,11 +30,12 @@ BeamMP is split into three main parts:
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## Using an unpacked folder for BeamNG
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In order to efficiently work on mods in BeamNG, it is advised to use an `unpacked` folder, rather than packaging zips after every change.
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Further information about the userfolder can be found at [https://documentation.beamng.com/support/userfolder/](https://documentation.beamng.com/support/userfolder/)
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Open up the BeamNG userfolder by navigating to `%appdata%/Local/BeamNG.drive/0.xx/mods` where `xx` is the most recent BeamNG version.
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Create a folder called `unpacked` inside the `mods` folder.
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Further information about the userfolder can be found at [https://documentation.beamng.com/support/userfolder/](https://documentation.beamng.com/support/userfolder/)
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## Enabling dev mode in BeamMP
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By starting the launcher with the arguments ` 0 0` its development mode will be enabled. This will do two things, deactivate automatic mod updates and deactivate auto-starting BeamNG.
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@ -44,21 +45,23 @@ Once dev mode was succesfully enabled, the launcher will stop with `[DEBUG] Core
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## Cloning the BeamMP repo into the unpacked folder
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While you can manually copy the BeamMP mod files, it is highly recommended to use a source-control system like git.
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While you can manually copy the BeamMP mod files from our github repo, it is highly recommended to use a source-control system like git.
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First create a fork of [https://github.com/BeamMP/BeamMP](https://github.com/BeamMP/BeamMP)
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Most efficient would be to clone the repo directly into the `unpacked` folder.
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For `git`, do `git clone https://github.com/yourName/BeamMP` while in the `unpacked` folder
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While in the uderfolder, make sure theres no `multiplayer` folder left in `mods` and that now theres `unpacked/beammp`
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While in the userfolder, make sure theres no `multiplayer` folder left in `mods` and that now theres `unpacked/beammp`
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Now give the dev mode a try. Start the BeamMP launcher, start BeamNG manually, once ingame make sure that BeamMP is the only active mod.
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You should be able to use BeamMP as usual.
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Using a code editor, you can now add or change code directly in the `unpacked` folder, try these changes with minimal effort and then sync them using the source control.
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---
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# Setting up a local server
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While working on BeamMP, it can be beneficial to use a local server. You can follow the general [server installation](docs/en/server/create-a-server.md) while omitting the first two steps for purely local connections.
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Set the server to private in the `serverConfig.toml` while using any string as the `authKey`
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Set the server to private in the `serverConfig.toml` while using any string as the `authKey`.
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