Adding BFX
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- Filipinio
- Master Sergeant

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Adding BFX
Could someone please tell me how to add BFX to my map ( i already have got the assets ). if it helps, i am going to use Galactic Marines
- impspy
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Re: Adding BFX
Don't use the assets. Unless you are editing the sides you don't need them. Instead, put these lines in your addme.lua
Replacing "ABC" with your 3 letter map name.
go to Common/mission.REQ and add this:
Again replacing ABC with your map name.
Than create a req in common/mission (the folder, not the text document)
Name: ABCa_con
contents:
Copy your Clone Wars lua in common/scripts/ABC, rename it to "3lettername"a_con and put these lines in
replace:
with:
That should add bfx as a separate era 
Code: Select all
--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 = "ABC%s_%s", era_g = 1, era_c = 1, era_a = 1, mode_con_a = 1, mode_con_g = 1, mode_con_c = 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("ABC","ABCg_con",4)
AddDownloadableContent("ABC","ABCc_con",4)
AddDownloadableContent("ABC","ABCa_con",4)
-- all done
newEntry = nil
n = nil
-- Now load our core.lvl into the shell to add our localize keys
ReadDataFile("..\\..\\addon\\ABC\\data\\_LVL_PC\\core.lvl")Replacing "ABC" with your 3 letter map name.
go to Common/mission.REQ and add this:
Code: Select all
ucft
{
REQN
{
"config"
"ingame_movies"
}
REQN
{
"script"
"setup_teams"
"gametype_conquest"
"gametype_capture"
"Objective"
"MultiObjectiveContainer"
"ObjectiveCTF"
"ObjectiveAssault"
"ObjectiveSpaceAssault"
"ObjectiveConquest"
"ObjectiveTDM"
"ObjectiveOneFlagCTF"
"SoundEvent_ctf"
"ObjectiveGoto"
"LinkedShields"
"LinkedDestroyables"
"LinkedTurrets"
"Ambush"
"PlayMovieWithTransition"
}
REQN
{
"lvl"
"ABCg_con"
"ABCc_con"
[color=#004000]"ABCa_con"[/color] ---this line
}
}Than create a req in common/mission (the folder, not the text document)
Name: ABCa_con
contents:
Code: Select all
ucft
{
REQN
{
"config"
"cor_movies"
}
REQN
{
"script"
"ABCa_con"
}
}replace:
Code: Select all
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")
SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",9, 25},
assault = { "rep_inf_ep3_rocketeer",1, 4},
engineer = { "rep_inf_ep3_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep3_jettrooper",1, 4},
},
cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}
SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_anakin")Code: Select all
ReadDataFile("SIDE\\BFX\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_inf_commando",
"rep_inf_barc",
"rep_inf_ep2_commander",
"rep_walk_atte",
"rep_walk_atxt",
"rep_hero_kiyadimundi")
ReadDataFile("SIDE\\BFX\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_pilot",
"cis_inf_sniper",
"cis_hover_stap",
"cis_fly_dsf",
"cis_inf_officer",
"cis_inf_droideka",
"cis_inf_recon",
"cis_inf_droideka",
"cis_inf_magnaguard",
"cis_inf_commander",
"cis_hero_countdooku")
ReadDataFile("SIDE\\BFX\\snow.lvl",
"rep_inf_mar_rifleman",
"rep_inf_mar_rocketeer",
"rep_inf_mar_engineer",
"rep_inf_mar_sniper",
"rep_inf_mar_officer",
"rep_inf_mar_jettrooper",
"rep_inf_mar_commander")
ReadDataFile("SIDE\\BFX\\jungle.lvl",
"cis_inf_kas_rifleman",
"cis_inf_kas_rocketeer",
"cis_inf_kas_sniper")
ReadDataFile("SIDE\\BFX\\tur.lvl",
"tur_bldg_hoth_dishturret",
"tur_bldg_hoth_lasermortar")
ReadDataFile("SIDE\\cis.lvl",
"cis_fly_droidfighter_DOME")
ReadDataFile("SIDE\\rep.lvl",
"rep_fly_assault_DOME",
"rep_fly_jedifighter_dome")
SetupTeams{
rep={
team = REP,
units = 32,
reinforcements = 400,
soldier = {"rep_inf_mar_rifleman", 20, 40},
assault = {"rep_inf_mar_rocketeer",2,5},
engineer = {"rep_inf_mar_engineer",2,5},
sniper = {"rep_inf_ep3_sniper",2,5},
officer = {"rep_inf_mar_officer",2, 4},
special = {"rep_inf_ep3_jettrooper",2, 4},
},
cis={
team = CIS,
units = 32,
reinforcements = 400,
soldier = {"cis_inf_rifleman", 20, 40},
assault = {"cis_inf_rocketeer",2,5},
engineer = {"cis_inf_pilot",2,5},
sniper = {"cis_inf_sniper",2,5},
officer = {"cis_inf_officer",2, 4},
special = {"cis_inf_droideka",2, 4},
}
}
AddUnitClass(REP, "rep_inf_barc",1,2)
AddUnitClass(REP, "rep_inf_commando",1,2)
AddUnitClass(REP, "rep_inf_mar_commander",0,1)
AddUnitClass(CIS, "cis_inf_recon",1,2)
AddUnitClass(CIS, "cis_inf_magnaguard",1,2)
AddUnitClass(CIS, "cis_inf_commander",0,1)
-- Hero Setup Section --
SetHeroClass(REP, "rep_hero_kiyadimundi")
SetHeroClass(CIS, "cis_hero_countdooku")- Filipinio
- Master Sergeant

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Re: Adding BFX
-
Coley
- Sergeant Major

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Re: Adding BFX
I think it´s with-in, but I did´nt look exactly if it´s just....
Is there in the FAQ something about this?
If it was not, I would be for insert that topic...
EDITReadDataFile("SIDE\\BFX\\snow.lvl",
"rep_inf_mar_rifleman",
"rep_inf_mar_rocketeer",
"rep_inf_mar_engineer",
"rep_inf_mar_sniper",
"rep_inf_mar_officer",
"rep_inf_mar_jettrooper",
"rep_inf_mar_commander")
Is there in the FAQ something about this?
If it was not, I would be for insert that topic...
- Filipinio
- Master Sergeant

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Re: Adding BFX
it does say snow next to the REP side, so it is probally GM
- impspy
- Captain

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Re: Adding BFX
Yes, I copied it from the bfx Mygeeto luaFilipinio wrote:ok, ill try, is this galactic marines?
- Filipinio
- Master Sergeant

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Re: Adding BFX
but the annoying thing is ( after i munge and load SWB2 ) it frezzes when i click on conqest and BFX Clone Wars, and then when i close SWB2, it says "fatal, could not open MYE....."
-
genaral_mitch
- Jedi

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Re: Adding BFX
Filipinio wrote:but the annoying thing is ( after i munge and load SWB2 ) it frezzes when i click on conqest and BFX Clone Wars, and then when i close SWB2, it says "fatal, could not open MYE(tell me what this is. I can tell you what is wrong if I know what to tell you to post it."
- Filipinio
- Master Sergeant

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Re: Adding BFX
Does anybody know what the problem would be?
-
genaral_mitch
- Jedi

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Re: Adding BFX
Post what it would say in your fatal arror and I can help!
- Filipinio
- Master Sergeant

- Posts: 178
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Re: Adding BFX
ok, the game frezzes, i open task manager and i see
FATAL
Could not open MISSION/MYEa_con.lvl
p.s MYE is my map name.
FATAL
Could not open MISSION/MYEa_con.lvl
p.s MYE is my map name.
- impspy
- Captain

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Re: Adding BFX
Did you make a MYEa_con.req? Also, post your mission.req.
-
genaral_mitch
- Jedi

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Re: Adding BFX
Code: Select all
ReadDataFile("dc:TAO\\TAO.lvl", "TAO_conquest")Code: Select all
ReadDataFile("dc:MYE\\MYE.lvl", "MYE_conquest")- Filipinio
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Re: Adding BFX
i am using a shipped map with my name if that helps
-
genaral_mitch
- Jedi

- Posts: 1056
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Re: Adding BFX
Then it should look like this:
But change the fel1 to the name of the map your editing.
Code: Select all
ReadDataFile("dc:MYE\\fel1.lvl", "fel1_conquest")- Filipinio
- Master Sergeant

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Re: Adding BFX
ok ill try, in my other map the BFX still didnt work
is still crashed
Last edited by Filipinio on Fri Feb 19, 2010 6:09 pm, edited 1 time in total.
-
mswf
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Re: Adding BFX
You do know that only the first part is the .req and the part after
Is all part of a conquest .lua?
Code: Select all
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--- Filipinio
- Master Sergeant

- Posts: 178
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Re: Adding BFX
ok this is my addme.lua
this is my mission.REQ:
this is my mission (TESa_con) in my mission folder:
and this is my clonewars.lua:
can someone tell me if it is wrong and tell me what to do, if its wrong 
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Darth_Spiderpig
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Re: Adding BFX
Why are you loading so much side levels in your lua?
- sampip
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Re: Adding BFX
Your addme is very messed up. You seem to have duplicated the whole thing and put the modifications in the second duplication. It should look like this:
Where did you find that it was necessary to duplicate the whole thing and paste it right after?
EDIT: Ah, a misunderstanding of impspy's post. You were supposed to edit the addme.lua instead of add the whole thing again right on the end, although I'm not sure if that was made perfectly clear.
Hidden/Spoiler:
EDIT: Ah, a misunderstanding of impspy's post. You were supposed to edit the addme.lua instead of add the whole thing again right on the end, although I'm not sure if that was made perfectly clear.
