This projects focus on providing tools in order to aid the development of AMX Mod X plugins on OSX with TextWrangler and BBEdit text editors.
TextWrangler is a light weight and free version of BBEdit (this one costs about $50). The scripts provided here is about the same, language code files are identical. BBEdit is a more robust editor though, it includes an autocomplete feature (which's very helpful by the way), among other features. You might want to check Barebones site to read the full comparison of these products.
Currently, the tools provided here are:
- Compiling in these editors, with commands that may be accessed through editors menu or key binds (these keys must be configured on editor).
- Shortcut for opening amxmodx plugins.ini, the same way as above
- Highlights for pawn and Amx Mod X specific keywords. On BBEdit these keywords are used on autocomplete.
- Menu scripts are written in AppleScript, allowing them to be called directly from TextWrangler/BBEdit menu.
- It takes advantage of the new Half-Life structure so it can check which mod has an amxmodx installation.
- If there's more than one mod with amxmodx, you might choose in which to compile from a list.
- Compiling output is straightforward, it goes to amxmodx/plugins.
- It does a fairly decent job on terminal tabs, creating new ones for new compilations and using the existing ones in case they are already there.
- Download the files from TextWrangler folder
- Find the
TextWrangler/Scripts/AmxModx
orBBEdit/Scripts/AmxModx
directory (depending on which editor you're installing) inside downloaded files - Open the
Scripts
folder inside<user home>/Library/ApplicationSupport/TextWrangler
or<user home>/Library/ApplicationSupport/BBEdit
. The easiest way to do that is to run TextWrangler/BBEdit, go to menu Scripts (that one with an icon ) >"Open Scripts Folder". - Drop the
AmxModx
folder from download insideScripts
you just opened.
Yet to be written, but installation is almost the same as the compiling scripts, except that the content to be transfered should be that one inside Language Code
folder.
- There's a weird delay when compiling commands are called through editors, I couldn't figure out why it happens. When scripts are called directly through AppleScript Editor, there's no delay at all.
- Can't make the
^
character work as an escape in editor, even though I'm following Bare Bones instructions for building language code.
- Most keywords in for the language code were taken from Arkshine's Notepad++ definitions, which's also based on fysiks' work.