@rama Quite a long time ago I found (in one of the mods) a modlocator.
local MODfound = 'nottrue'
function MODisactive()
if MODfound == 'nottrue' then
MODfound = GetActiveModLocation("Your mod ID")
end
return MODfound
end
function GetActiveModLocation( mod_Id )
for i, mod in __active_mods do
if mod_Id == mod.uid then
LOG("MANIMAL\'s MOD LOCATOR INFO: Active Mod Found (name="..(mod.name or 'unknown')..", UID="..(mod.uid or 'none')..", location = "..mod.location..") .")
return mod.location
end
end
return nil
end
I always keep this file in the root folder of the mod.
It gives variety. If the mod is enabled, then one action occurs, and if it is disabled, then another.
In *script.lua it looks like this:
local MODISACTIVE = import('/mods/Your mod name/modlocator.lua').MODisactive()
OnStopBeingBuilt = function(self,builder,layer)
if MODISACTIVE then
else
end
Unit.OnStopBeingBuilt(self,builder,layer)
end,
Try. This modlocator helps me out.