Basically i need a way to grab an XML from outside of the project area of the compile project so i can load it in (so i can basically have a plugin system of sort) is there a way to do this so i could get a file from within the folder of where the game itself (the exceutable) is?

This could be what you are searching for:[quote=Official documentation][b]User path[/b]Writing to disk is still often needed for various tasks such as saving game state or downloading content packs. To this end, the engine ensures that there is a special path user:// that is always writable.[/quote]http://docs.godotengine.org/en/latest/tutorials/step_by_step/filesystem.html?highlight=filesThis is not the path to the folder where the executable is but it is path which is available also in android ... (i guess)

[quote author=toger5 link=topic=15389.msg15618#msg15618 date=1460276708]This could be what you are searching for:[quote=Official documentation][b]User path[/b]Writing to disk is still often needed for various tasks such as saving game state or downloading content packs. To this end, the engine ensures that there is a special path user:// that is always writable.[/quote]http://docs.godotengine.org/en/latest/tutorials/step_by_step/filesystem.html?highlight=filesThis is not the path to the folder where the executable is but it is path which is available also in android ... (i guess)[/quote]Sortof? Im trying to Make a plugin system of sorts where you could make things in godot and Export the XML then set it so you can import them to the game via loading it, im not entirely sure how it works though

Unfortunately, over the last few years most operating systems (both mobile and desktop) have made it increasingly difficult for programs to write to any folders besides the dedicated user folders. This is why a lot of programs will store configuration/settings files in a folder under the "user" folder in most operating systems, and the resource files they require in their own files where the program is stored.So, the best bet is to go with the "user://" route and see where it takes you. It could still work for a plugin system quite well, it just won't be as direct as if it were within the res:// path.

[quote author=BinaryOrange link=topic=15389.msg15632#msg15632 date=1460313915]Unfortunately, over the last few years most operating systems (both mobile and desktop) have made it increasingly difficult for programs to write to any folders besides the dedicated user folders. This is why a lot of programs will store configuration/settings files in a folder under the "user" folder in most operating systems, and the resource files they require in their own files where the program is stored.So, the best bet is to go with the "user://" route and see where it takes you. It could still work for a plugin system quite well, it just won't be as direct as if it were within the res:// path.[/quote]Do you know how i would go about using this system? Or have any reference on how to use it? Perhaps a video on it if you have one?

Unfortunately I haven't done any file writing/reading with Godot yet, still quite the newbie to it. I just know about the read/write permissions of OS' because of another game making application I used, which wouldn't let me save ANYTHING unless I followed the exact path of [i]C:/User/jeremy/AppData/blah blah blah. [/i]I couldn't even create save files in my game's own folder, I had to store it in the AppData folder. Apparently, it's because it offers more security, but I don't really buy that.This is also how mobile OS' tend to work, in that they will not let you write files unless it's in folder they specify. However, I did find this in the "[url=http://docs.godotengine.org/en/latest/tutorials/engine/saving_games.html]Saving Game[/url]" part of the Godot documentation, which shows how to access the "user://" file path. I'm sure there's more detail in the file system section.[font=Consolas][size=12px][/size][/font][code]# Note: This can be called from anywhere inside the tree.  This function is path independent. # Go through everything in the persist category and ask them to return a dict of relevant variables func save_game(): var savegame = File.new() savegame.open("user://savegame.save", File.WRITE) var savenodes = get_tree().get_nodes_in_group("Persist") for i in savenodes: var nodedata = i.save() savegame.store_line(nodedata.to_json()) savegame.close()[/code][font=Consolas][size=12px][/size][/font]Does that help at all?

7 years later