--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")