so just save KOT.lvl and my Scripts folder and then start agian after cleaning and changing the XD's? (what are they) and after that i should be fine Hopefully
acryptozoo wrote:so just save KOT.lvl and my Scripts folder and then start agian after cleaning and changing the XD's? (what are they) and after that i should be fine Hopefully
XD is a smile that represents a laughing face.
Save your worlds/KOT folder and everything in it, as you don't have an lvl yet.
well man begin
in your addme.lua only put setting for KOTc_con yeah? and into your mission.req only put that line and clean and munge addme lua and common folder, replace new addme.lua and mission.lvl i hope work fine
Deviss wrote:well man begin
in your addme.lua only put setting for KOTc_con yeah? and into your mission.req only put that line and clean and munge addme lua and common folder, replace new addme.lua and mission.lvl i hope work fine
Deviss wrote:well man begin
in your addme.lua only put setting for KOTc_con yeah? and into your mission.req only put that line and clean and munge addme lua and common folder, replace new addme.lua and mission.lvl i hope work fine
srry but i don't understand
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 the new gamemodes or maps here for pre-existing maps:
-- 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("KOT","KOTc_con",4)
-- all done
newEntry = nil
n = nil
-- Now load our core.lvl into the shell to add our localize keys
ReadDataFile("..\\..\\addon\\KOT\\data\\_LVL_PC\\core.lvl")
Deviss wrote:well man begin
in your addme.lua only put setting for KOTc_con yeah? and into your mission.req only put that line and clean and munge addme lua and common folder, replace new addme.lua and mission.lvl i hope work fine
srry but i don't understand
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 the new gamemodes or maps here for pre-existing maps:
-- 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("KOT","KOTc_con",4)
-- all done
newEntry = nil
n = nil
-- Now load our core.lvl into the shell to add our localize keys
ReadDataFile("..\\..\\addon\\KOT\\data\\_LVL_PC\\core.lvl")
Go to data_abc\worlds\abc and copy everything in there and paste them at desktop.
Next, go to common\scripts\abd and copy all scripts in there.
Now, if you edited your addme.lua, copy that too and delete data_abc.
Make a new project and call it the same name (As in abc.).
Go into your new data_abc\worlds\world1\abc and paste all the contents of you old world1\abd folder.
Next, paste your addme in the new addme folder and paste any scripts you had into commom\scripts\abc.
I've don this plenty of times, so it should be right. But it's also possible it won't fix your munge problem, but it should.
genaral_mitch wrote:Oh, come on. Can't anyone help him?
Go to data_abc\worlds\abc and copy everything in there and paste them at desktop.
Next, go to common\scripts\abd and copy all scripts in there.
Now, if you edited your addme.lua, copy that too and delete data_abc.
Make a new project and call it the same name (As in abc.).
Go into your new data_abc\worlds\world1\abc and paste all the contents of you old world1\abd folder.
Next, paste your addme in the new addme folder and paste any scripts you had into commom\scripts\abc.
I've don this plenty of times, so it should be right. But it's also possible it won't fix your munge problem, but it should.
thank you sooooo much but now im getting errors konw anthing that can fix that
Thanks in adavnce