XYZc_eli?
Moderator: Moderators
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rcduggan
XYZc_eli?
Is it possible to make it so you can play Hero Assault in Clone Wars era?
EDIT: Also, how do you make it so there is no GCW era on your map?
EDIT: Also, how do you make it so there is no GCW era on your map?
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Linus
RE: XYZc_eli?
That's fully possible, but I do not know how to do it...Is it possible to make it so you can play Hero Assault in Clone Wars era?
- Linus
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rcduggan
RE: XYZc_eli?
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Linus
RE: XYZc_eli?
I think that you should ask our beloved Jedi Administrator, Teancum, through a Private Message.
- Linus
- Linus
- Maveritchell
- Jedi Admin

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Re: XYZc_eli?
http://www.gametoast.com/index.php?name ... oving+erasrcduggan wrote: EDIT: Also, how do you make it so there is no GCW era on your map?
Search is your friend.
And as for making a CW Hero Assault, why would you? Can you not just make an assault map - anywhere - and edit it whichever heroes you want?
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Linus
RE: Re: XYZc_eli?
I think that rcduggan wants one Aussalt-map with both eras - One era with only Hereos / Villians from the Clone Wars and one with only Hereos / Villians from the Galactic Civil War...
- Linus
- Linus
- Maveritchell
- Jedi Admin

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Re: RE: Re: XYZc_eli?
Well, I think the solution to that would be to make, instead of assault, a CGW conquest and a CW conquest, make command posts noncapturable, and set the number of reinforcements equal to the number of points you'd want for assault mode.Linus wrote:I think that rcduggan wants one Aussalt-map with both eras - One era with only Hereos / Villians from the Clone Wars and one with only Hereos / Villians from the Galactic Civil War...
- Linus
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rcduggan
RE: Re: RE: Re: XYZc_eli?
I did search, but didn't find anything.Maveritchell wrote:http://www.gametoast.com/index.php?name ... oving+erasrcduggan wrote: EDIT: Also, how do you make it so there is no GCW era on your map?
Search is your friend.
And as for making a CW Hero Assault, why would you? Can you not just make an assault map - anywhere - and edit it whichever heroes you want?
And what I was looking for in CW hero assault was because I don't want GCW on my map, but I do want Hero Assault. So I need to know how you make hero assault that is playable in CW (but has all the heroes from CW&GCW)
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Linus
RE: Re: RE: Re: XYZc_eli?
Hmm, that's a really good idea, Maveritchell. Maybe I should try it sometime...
- Linus
- Linus
- Maveritchell
- Jedi Admin

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Re: RE: Re: RE: Re: XYZc_eli?
If you're really snuffed with having GCW on your map, just use your localize tool to change the name from Galactic Civil War to Clone Wars. I don't know if you can edit the icon.rcduggan wrote:I did search, but didn't find anything.Maveritchell wrote:http://www.gametoast.com/index.php?name ... oving+erasrcduggan wrote: EDIT: Also, how do you make it so there is no GCW era on your map?
Search is your friend.
And as for making a CW Hero Assault, why would you? Can you not just make an assault map - anywhere - and edit it whichever heroes you want?
And what I was looking for in CW hero assault was because I don't want GCW on my map, but I do want Hero Assault. So I need to know how you make hero assault that is playable in CW (but has all the heroes from CW&GCW)
- General_Grievous_4
- Rebel Sergeant

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To do this you must follow these instrucions as follows:
Everything in red just delete. Then you find the XXXg_eli and replace the "g" with a "c". Make sure you do it in both places though.
--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)
sp_missionselect_listbox_contents[sp_n+1] = { isModLevel = 1, mapluafile = "KOR%s_%s", era_g = 1, era_c = 1, mode_con_g = 1, mode_con_c = 1, mode_eli_g = 1,}
mp_n = table.getn(mp_missionselect_listbox_contents)
mp_missionselect_listbox_contents[mp_n+1] = sp_missionselect_listbox_contents[sp_n+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("KOR","KORg_con",4)
AddDownloadableContent("KOR","KORc_con",4)
AddDownloadableContent("KOR","KORg_eli",4)
-- all done
newEntry = nil
n = nil
-- Now load our core.lvl into the shell to add our localize keys
ReadDataFile("..\\..\\addon\\KOR\\data\\_LVL_PC\\core.lvl")
Everything in red just delete. Then you find the XXXg_eli and replace the "g" with a "c". Make sure you do it in both places though.
--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)
sp_missionselect_listbox_contents[sp_n+1] = { isModLevel = 1, mapluafile = "KOR%s_%s", era_g = 1, era_c = 1, mode_con_g = 1, mode_con_c = 1, mode_eli_g = 1,}
mp_n = table.getn(mp_missionselect_listbox_contents)
mp_missionselect_listbox_contents[mp_n+1] = sp_missionselect_listbox_contents[sp_n+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("KOR","KORg_con",4)
AddDownloadableContent("KOR","KORc_con",4)
AddDownloadableContent("KOR","KORg_eli",4)
-- all done
newEntry = nil
n = nil
-- Now load our core.lvl into the shell to add our localize keys
ReadDataFile("..\\..\\addon\\KOR\\data\\_LVL_PC\\core.lvl")
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Darth_Z13
- Jedi High Council

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- Location: Canada
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rcduggan
-
Darth_Z13
- Jedi High Council

- Posts: 2275
- Joined: Sat Jun 17, 2006 9:51 am
- xbox live or psn: Xanthius Wylon
- Location: Canada
