I tried re-naming an era from the 1.3 patch documentation and it went smoothly, however when I tried re-naming a total of 3 eras, there is this problem where even though I don`t get any addme lua errors when munging it, my map disappears completely from the instant action menu. I`ve tried multiple different layouts for my addme lua but none have been successful. How do I successfully rename 3 eras? (including standard CW)
My addme lua (without any changes to era names, maybe its useful to answer my question?)
Hidden/Spoiler:
[code]--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)
-- 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)
-- Now load our core.lvl into the shell to add our localize keys
ReadDataFile("..\\..\\addon\\CCC\\data\\_LVL_PC\\core.lvl")
[/code]
Re: Problems re-naming multiple era`s
Posted: Sat Nov 12, 2016 12:18 am
by Marth8880
It's kinda difficult to troubleshoot if we don't know what your addme looks like *with* the changes. :n
Re: Problems re-naming multiple era`s
Posted: Sun Nov 13, 2016 12:10 am
by SkinnyODST
Ok heres the Addme lua with changes
Hidden/Spoiler:
[code]--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)
-- 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)
No wonder it isn't working, you need to put an equals sign between each name and its value, i.e., it's very very basic algebra (just with strings instead of numbers). Relevant: https://www.lua.org/pil/4.2.html