FMScoutFramework is a C#.NET/Mono Framework that enables you to create your own assistant tools / editors for Football Manager. It supports FM2014, FM2015 and FM2016
Clone the project in your favourite github client You will need MonoDevelop or Xamarin if you develop your application for all platforms (Windows, OS X, Linux) or Microsoft Visual Studio if you develop just for windows. The client requirements will be the Mono framework for apps developed in Xamarin / MonoDevelop, or the .NET Framework for Visual Studio apps.
- Create your new Xamarin / MonoDevelop Solution
- You can clone this repository and add it as a submodule in your own git tree, or just checkout the latest.
- Add the FMScoutFramework project to your solution.
- Expand your own project, and right click on
References
- Select
Edit References
- Click the
Projects
tab and tick the checkbox next toFMScoutFramework
- Click
OK
- Right click on the
FMScoutFramework
Project - Click on
Options
- Select
Compiler
from the Menu - In the
Define Symbols
entry, enterMAC
for OS X,LINUX
for Linux orWINDOWS
for windows. - You are now ready to start developing your app. Look further down for code
- Create your new Visual Studio Solution
- You can clone this repository and add it as a submodule in your own git tree, or just checkout the latest.
- Add the FMScoutFramework project to your solution.
- Expand your own project and right click on
References
- Click
Add Reference
- Click the
Projects
tab, underSolution
and tick the checkbox next toFMScoutFramework
- Click
OK
- Right click on the
FMScoutFramework
Project - Click on
Properties
- Select
Build
from the menu on the left - In the
Conditional Compilation Symbols
textbox, enterWINDOWS;
- You are now ready to start developing your app. Look further down for code
The following code is an example for a simple Windows Forms application and another for Mono First, include the necessary framework headers:
using System.Collections.Generic;
using System.Linq;
using System.Threading;
using FMScoutFramework.Core;
using FMScoutFramework.Core.Entities.InGame;
In your class, create a new public variable:
public FMCore fmCore = new FMCore (FMScoutFramework.Core.Entities.DatabaseModeEnum.Realtime);
First, create a new method that will be asynchronously called by the framework when loading is finished:
public void GameLoaded() {
Debug.WriteLine("Loading Finished");
}
Then, in your action callback method (from a button, or a menu for example) use the following code:
fmcore.GameLoaded += new Action(GameLoaded);
new Action(() => fmCore.LoadData()).BeginInvoke((s) => { }, null);
That's it! You can now query the data, with simple Linq queries! Amazing, eh? Here's an example, to look for "Bar":
var clubs = (from c in fmCore.Clubs
where c.Name.Contains ("Bar")
select c).Take (100).ToList ();
- Add Offsets for FM2016 OS X
- Add a bunch of properties for the entities already implemented
- Add a LOT of entities and properties for objects we have their main addresses for (look in 15.3.2 Windows version file)
We need more devs and support! Imagine all the tools you could create for FM2014/FM2015/FM2016 if everything was already implemented!
- Fork the project, make/test your changes and send a Pull Request!
- Alternatively, bug reporting is vital! Use the Github's Issues page to do that!
FMScoutFramework is released under the GNU General Public License v2.0 Please read the LICENSE file for a full version of the License