Adding new modes

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computergeek
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Adding new modes

Post by computergeek »

I followed the "How to add hunt mode" tutorial, but instead I used my own name for the mode.
It didn't show up so I searched around Gametoast
I found a post by Ace_Azzameen_5 It said something about a shell.lvl
Hidden/Spoiler:
[quote]I still can't get Holo to show up (I have the proper shell.lvl)

I've done this a couple of times before, I just can't remember, so,
does anyone have a checklist?[/quote]
I was just wondering if you have to use the hunt in the .luas and reqs and mrqs, and just localize it differently
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[RDH]Zerted
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Re: Adding new modes

Post by [RDH]Zerted »

You can't just add in your own name. The mode/era needs to be supported by the shell.lvl. You also can't just change the Hunt mode name for your map. If you do manage to change the name, it would change it for all Hunt modes displayed in the shell. The v1.3 patch supports a lot of custom modes. What mode are you trying to add?
computergeek
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Re: Adding new modes

Post by computergeek »

Force Unleashed mode
Just a little extra thing I was going to put in my map
You know, super force powers and stuff
And thanks, that was going to keep me up all weekend trying to fix
*Edit*
If I can't add a new mode, can I use the CW era for Hero Assault that isn't used, but still is there?
I just make new layers, mrq's, req's and lua's right?
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DarthD.U.C.K.
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Re: Adding new modes

Post by DarthD.U.C.K. »

all modes are "still there" if you dont use them even a new mode is there, the only problem is that the shell cant display this mode
you can use any mode as TFU-mode, maybe campaignmode would fit the best...
computergeek
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Re: Adding new modes

Post by computergeek »

Thank's D.U.C.K.!
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[RDH]Zerted
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Re: Adding new modes

Post by [RDH]Zerted »

I'm adding support for custom game mode names into the next v1.3 release. You still won't be able to create a new game mode (you will have to choose from the existing 38 game mode character codes), but you can change the mode's displayed name and possibly the mode's icon and description as well. If you take advantage of this feature and the player doesn't have the latest v1.3 patch, then it will display the mode'd original name, icon, and description.

Edit: Ok, I got it working for custom names, icons, and descriptions. I should have done this ages ago... I'll see how hard it will be to get it working for eras too. Making your map use custom game mode names/icons/descriptions is just adding the extra info to the addme.lua (and having v1.3patch r112+):
sp_missionselect_listbox_contents[sp_n+1] = {
isModLevel = 1,
mapluafile = "LVL%s_%s",
era_y = 1,
mode_c1_y = 1,
mode_con_y = 1,
dnldable = 1,
change = {
mode_con = { name="CTF Conquest", about="You can only capture an enemy CP when carrying the flag",},
mode_c1 = { name="My New C1 Name", icon="holo_icon", about="Tests custom names, icons, and descriptions",},
},

}
Edit 2: I got custom named and custom iconed eras working.
computergeek
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Re: Adding new modes

Post by computergeek »

Zertard you continue to amaze me
:eek: :bowdown:
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Teancum
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Re: Adding new modes

Post by Teancum »

computergeek wrote:Zertard
It's Zerted, actually. That way makes him sound like he's mentally challenged, if you catch my drift.
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carfanaticphil
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Re: Adding new modes

Post by carfanaticphil »

lol ^^
thanks alot zerted :)
computergeek
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Re: Adding new modes

Post by computergeek »

Sorry Zerted, I've been calling you Zertard since i got on this site
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