Modding Gameplay

Gameplay in RescueHQ can be implemented using .fsx scripts written in F#. Take a look at the mainmod provided with the game to find tons of examples.

As you can see there, you can have any number of .fsx files in your mod to help you organize your scripts. The game will load all of these files, unless their first line contains just the text //IGNORE

These F# scripts allow you to make definitions of new things (professions, objects, items, scenarios, ...) or to update existing ones.

// New definitions usually need at least an ID, and many other properties depending on the definition type (here SmartObject): Def.SmartObject.Add { ID = "MyNewObject" // ... define all properties here (all of them must set) }

// Updating existing definitions allows changing specific properties on them, eg. removing unlock requirements: Def.SmartObject.Update "FireEngine_TLF3000" (fun x -> {x with    Unlock = None })

As with other things, the scripts are run in the order the mods are loaded, giving scripts in a mod the chance to update definitions that have been created by scripts loaded before.

Definitions

 * SmartObjects
 * Emergencies