--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)
--add my modes to the singleplayer map selection screen
AddNewGameModes( sp_missionselect_listbox_contents, "myg1%s_%s", {era_a = 1, mode_con_a = 1,} )
AddNewGameModes( mp_missionselect_listbox_contents, "myg1%s_%s", {era_a = 1, mode_con_a = 1,} )
AddNewGameModes( sp_missionselect_listbox_contents, "cor1%s_%s", {era_a = 1, mode_con_a = 1,} )
AddNewGameModes( sp_missionselect_listbox_contents, "dea1%s_%s", {era_a = 1, mode_con_a = 1,} )
AddNewGameModes( sp_missionselect_listbox_contents, "fel1%s_%s", {era_a = 1, mode_con_a = 1,} )
AddNewGameModes( sp_missionselect_listbox_contents, "mus1%s_%s", {era_a = 1, mode_con_a = 1,} )
AddNewGameModes( sp_missionselect_listbox_contents, "nab2%s_%s", {era_a = 1, mode_con_a = 1,} )
AddNewGameModes( sp_missionselect_listbox_contents, "uta1%s_%s", {era_a = 1, mode_con_a = 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("myg1","myg1a_con",4)
AddDownloadableContent("cor1","cor1a_con",4)
AddDownloadableContent("dea1","dea1a_con",4)
AddDownloadableContent("fel1","fel1a_con",4)
AddDownloadableContent("mus1","mus1a_con",4)
AddDownloadableContent("nab2","nab2a_con",4)
AddDownloadableContent("uta1","uta1a_con",4)
-- all done
newEntry = nil
n = nil
-- Now load our core.lvl into the shell to add our localize keys
ReadDataFile("..\\..\\addon\\ARC\\data\\_LVL_PC\\core.lvl")