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No idea about localizaing new era in map selection [Solved]

Posted: Sat May 02, 2015 11:07 am
by AnthonyBF2
I'm adding new era to regular Coruscant conquest and ctf, that is just a replica of CW and GCW.

I am using y for CW
I am using z for GCW

In the game it looks like this, using premade era stuff from 1.3 patch:

http://oi58.tinypic.com/2nu7sip.jpg
Hidden/Spoiler:
Image
I desire y to be "Aggressive CW" and z to be "Aggressive GCW"

The icons should be the same as regular c and g eras.

I have almost no idea where to look, or what to look for to change this. Used search for "localize era" and looked at some 1.3 docs but didn't get anywhere, I don't think I needed what they explained or didn't understand it.

Any help will be wonderful. :mrgreen:

Everything loads and plays fine, just lost about custom era localization.

Re: No idea about localizaing new era in map selection

Posted: Sat May 02, 2015 11:23 am
by AQT
There's a step-by-step guide located in AAA-v1.3patch/docs/howtos called Change an Era's and Game Mode's Name or Icon or Description. Have you looked at it, and if so, what exactly is giving you trouble?

Re: No idea about localizaing new era in map selection

Posted: Sat May 02, 2015 3:28 pm
by AnthonyBF2
It's really hard to even explain why I can't understand that guide...
I think: I don't know how to work with my addme.lua to do what it says.

An except from the guide says:
Basic Era Support
1) In addme/addme.lua, expand your sp_missionselect_listbox_contents table. Meaning, put each element on a line by itself so the table is easier to read, like this:

sp_missionselect_listbox_contents[sp_n+1] = {
isModLevel = 1,
mapluafile = "LVL%s_%s",
era_g = 1,
mode_con_g = 1,
}


But in my addme I don't even have some of those bits like isModLevel = 1

my addme:
Hidden/Spoiler:
--Search through the missionlist to find a map that matches mapName,
--then insert the new flags into said entry.
--Use this when you know the map already exists, but this content patch is just
--adding new gamemodes (otherwise you should just add whole new entries to the missionlist)
function AddNewGameModes(missionList, mapName, newFlags)
for i, mission in missionList do
if mission.mapluafile == mapName then
for flag, value in pairs(newFlags) do
mission[flag] = value
end
end
end
end

--insert totally new maps here:
local sp_n = 0
local mp_n = 0
sp_n = table.getn(sp_missionselect_listbox_contents)

AddNewGameModes( sp_missionselect_listbox_contents, "cor1%s_%s", {era_y = 1, era_z = 1, mode_con_y = 1, mode_ctf_y = 1, mode_con_z = 1, mode_ctf_z = 1,} )

AddNewGameModes( mp_missionselect_listbox_contents, "cor1%s_%s", {era_y = 1, era_z = 1, mode_con_y = 1, mode_ctf_y = 1, mode_con_z = 1, mode_ctf_z = 1,} )

-- associate this mission name with the current downloadable content directory
-- (this tells the engine which maps are downloaded, so you need to include all new mission lua's here)
-- first arg: mapluafile from above
-- second arg: mission script name
-- third arg: level memory modifier. the arg to LuaScript.cpp: DEFAULT_MODEL_MEMORY_PLUS(x)

AddDownloadableContent("cor1","cor1y_con",4)
AddDownloadableContent("cor1","cor1z_ctf",4)

-- all done
newEntry = nil
n = nil

-- Now load our core.lvl into the shell to add our localize keys
ReadDataFile("..\\..\\addon\\AGR\\data\\_LVL_PC\\core.lvl")
EDIT
OK it was really hard (or just really tedious with all the remunging every time I did it wrong)
but I got it.

Here's the correct addme lua
Hidden/Spoiler:
--Search through the missionlist to find a map that matches mapName,
--then insert the new flags into said entry.
--Use this when you know the map already exists, but this content patch is just
--adding new gamemodes (otherwise you should just add whole new entries to the missionlist)
function AddNewGameModes(missionList, mapName, newFlags)
for i, mission in missionList do
if mission.mapluafile == mapName then
for flag, value in pairs(newFlags) do
mission[flag] = value
end
end
end
end

--insert totally new maps here:
local sp_n = 0
local mp_n = 0
sp_n = table.getn(sp_missionselect_listbox_contents)

AddNewGameModes( sp_missionselect_listbox_contents,
"cor1%s_%s",
{
era_y = 1,
era_z = 1,
mode_con_y = 1,
mode_ctf_y = 1,
mode_con_z = 1,
mode_ctf_z = 1,
change = {
era_y = { name="Aggressive CW", icon2="cis_icon" },
era_z = { name="Aggressive GCW", icon2="all_icon" },
}
}
)

AddNewGameModes( mp_missionselect_listbox_contents,
"cor1%s_%s",
{
era_y = 1,
era_z = 1,
mode_con_y = 1,
mode_ctf_y = 1,
mode_con_z = 1,
mode_ctf_z = 1,
change = {
era_y = { name="Aggressive CW", icon2="cis_icon" },
era_z = { name="Aggressive GCW", icon2="all_icon" },
}
}
)

-- associate this mission name with the current downloadable content directory
-- (this tells the engine which maps are downloaded, so you need to include all new mission lua's here)
-- first arg: mapluafile from above
-- second arg: mission script name
-- third arg: level memory modifier. the arg to LuaScript.cpp: DEFAULT_MODEL_MEMORY_PLUS(x)

AddDownloadableContent("cor1","cor1y_con",4)
AddDownloadableContent("cor1","cor1z_con",4)
AddDownloadableContent("cor1","cor1z_ctf",4)
AddDownloadableContent("cor1","cor1y_ctf",4)

-- all done
newEntry = nil
n = nil

-- Now load our core.lvl into the shell to add our localize keys
ReadDataFile("..\\..\\addon\\AGR\\data\\_LVL_PC\\core.lvl")
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