Erm yeah, but doesn't the FLMM tell you as well?
Anyway:
<data file="data\equipment\models\commodities\nn_icons\libcruiser.3db" method="copyfile" sourcefile="libcruiser.3db" scanfile="false">
</data>
<data file="location for file to end up always"
The data file=" tag is always the same, and always features the end location of file, or the location OF the file to be ammended, deleted etc).
Then method is the thing - so here its copyfile - to copy file across.
Sourcefile= location of file at present. Well - this is in your mods folder, but if you had it in another directory (inside mods folder) the you put that in, so if it was in a folder called "XXXXX" where XXXXX is anything, then it would be sourcefile="XXXXXX\filename.extension"
Remember - doesn't need to be a ini file at all. Then scanfile="false". This only really needs to be true if you have generate ids stuff in it. So if it was a goods.ini file, which had some scripting to make ids info, and the file was in the exe folder (no reason
) it would look like this:
<data file="data\equipment\goods.ini" method="copyfile" sourcefile="exe\goods.ini" scanfile="true">
</data>
Comprende?
*edit*
As an afterthought - a useful thing for when doing options mods and stuff - is that it can rename the file when it copies it, so you can have the goods.ini file called bonzaibaracus.ini if you want, and get it renamed to goods.ini file by doing this:
<data file="data\equipment\goods.ini" method="copyfile" sourcefile="bonzaibaracus.ini" scanfile="true">
</data>
This means you could have a whole range of files for different options, which allows for it, like 10 options for different commodities prices WITHOUT having to do massive section replace scripts could be just 10 goods.ini files, but numbered 1 - 10 (ie goods1.ini) and then the options would copy a different one across and renaming it to goods.ini at the other end dependant upon the option chosen
)
Edited by - Chips on 3/9/2004 3:29:43 PM