I want to take a few moments out os the TCW episode (landing at point rain) and add them.
So, it would help if you can tell me which tut to follow. (yeah, today's one of my stupid days)
thanks in advance
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I am making Geonosis: Landing at Point Rain (non campaign/galactic conquest), so it will be difficult?[RDH]Zerted wrote:If you are making a custom inshell Campaign or custom Galactic Conquest, then loading a custom movie is very simple.


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ScriptCB_PlayInGameMovie("ingamegr.mvs","preview") 
Nobody has successfully built an intro movie to play after the map loads, but before you spawn.[RDH]Zerted wrote:To date, no one has actually done this

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Message Severity: 3
C:\Battlefront2\main\RedEngineFL\Memory\RedMemory.cpp(561)
attempted to allocate from invalid heap -1
Message Severity: 3
C:\Battlefront2\main\RedEngineFL\Memory\RedMemory.cpp(538)
Allocating 34 bytes failed - no free blocks left in Heap -1 ()

I think the map Taris: Into the Sea was able to achieve something similar, except the preview movie appeared in that box that's added with the 1.3 patch on the Instant Action menu.Teancum wrote:That's because:Nobody has successfully built an intro movie to play after the map loads, but before you spawn.[RDH]Zerted wrote:To date, no one has actually done this

A "post-load" preview[RDH]Zerted wrote:The v1.3 patch defines a preview movie in terms as SWBF1. That means a preview movie is a short clip that is displayed in the lower right side of the screen when you click on that map in the map selection screen.
[RDH]Zerted wrote:If you want a SWBF2 style preview movie, there are no complete tutorials on how to do it. You need to override the map selection screen's 'play map' function in-order to load and play the movie before the shell exits to load the first selected map. The move should only play if your map is the first map to be played, if it is not first in the list, the movie shouldn't be played.
To date, no one has actually done this, but it should work fine.

Yeah, thats after the shell has exited. The movie needs to be loaded and played while the user is still in the shell. To do this, you could add another tag in the map's addme table, similar to how the v1.3 preview movies do it. Next, you would have to inject code into the shell so that when one clicks the play maps button, it checks to see if the first map has the tag in its table. If it does, then play that movie. When its finished, resume the normal flow of switching out of the shell and into loading the map. This all happens before the map's mission script is even loaded.Darth_Spiderpig wrote:...it is right after the beginning of the scriptpostload section

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--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] = { movieFile = "..\\..\\addon\\LPR\\data\\_LVL_PC\\movies\\pre-movie", movieName = "preview", dnldable = 1, isModLevel = 1, mapluafile = "LPR%s_%s", era_g = 1, era_c = 1, mode_con_g = 1, mode_con_c = 1, mode_1flag_g = 1, mode_1flag_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("LPR","LPRg_con",4)
AddDownloadableContent("LPR","LPRc_con",4)
AddDownloadableContent("LPR","LPRg_1flag",4)
AddDownloadableContent("LPR","LPRc_1flag",4)
AddDownloadableContent("LPR","LPRg_eli",4)
-- all done
newEntry = nil
n = nil
-- Now load our core.lvl into the shell to add our localize keys
ReadDataFile("..\\..\\addon\\LPR\\data\\_LVL_PC\\core.lvl")

redline did: http://de.xfire.com/video/bf463/Teancum wrote:That's because:Nobody has successfully built an intro movie to play after the map loads, but before you spawn.[RDH]Zerted wrote:To date, no one has actually done this

I did it too.DarthD.U.C.K. wrote:redline did: http://de.xfire.com/video/bf463/Teancum wrote:That's because:Nobody has successfully built an intro movie to play after the map loads, but before you spawn.[RDH]Zerted wrote:To date, no one has actually done this
(no, its no fake)


Sadly no.[RDH]Zerted wrote:Can you download those maps and it works without replacing any of the game's movies?


