LupinoArts Posted April 9, 2016 Share Posted April 9, 2016 Good Morning. say, i have a <unknown_file_name>.cfg file that contains MyModule { name = Nice name // custom name SubModule { name = Nice name for SubModule 1 // Name for the submodule } SubModule { name = Nice name for SubModule 2 // Name for the submodule } } my question is: How do i access those information in the c# code of my plugin, without knowing the name of the config file this code is in? I know that my config file is recognized by the game, it is listed in the log file, but i could not find out yet how to access those information in order to process them from within my plugin. I already managed to manipulate the persisent save files and another .cfg file with a fixed name that I can access directly (using the ConfigNodeStorage code from TriggerAu). Is there a generic way to parse config files for code to "feed" them into my plugin? Thanks. Link to comment Share on other sites More sharing options...
Crzyrndm Posted April 9, 2016 Share Posted April 9, 2016 (edited) ConfigNode[] nodes = GameDatabase.Instance.GetConfigNodes("MyModule"); Example usage: https://github.com/Crzyrndm/Pilot-Assistant/blob/master/PilotAssistant/PresetManager.cs#L104 Edited April 9, 2016 by Crzyrndm Link to comment Share on other sites More sharing options...
LupinoArts Posted April 9, 2016 Author Share Posted April 9, 2016 Yes, that worked. Thank you very much! Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now