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2 Questions
Posted: Thu Aug 14, 2008 3:21 am
by Sky_216
K, I have 2 side-modding related questions:
1) If I create a new side, copy the lvl files and stick them in the directory LVL_PC/SIDE with the other side files, can I load this side in any map I make, without having to include that side in the map I make?
2) How do you edit existing maps lua scripts (ie so you can load more units than the default six) without having to make a whole new map (aka you edit the existing one, not make a copy of it).
Thanks.
Re: 2 Questions
Posted: Thu Aug 14, 2008 3:35 am
by Penguin
1) Yes, you can also load any side from any map in the addons folder.
2) Nope, have to make a new/or copy map.
Re: 2 Questions
Posted: Thu Aug 14, 2008 7:24 am
by Sky_216
Thanks for clarifying 1...but about 2, how did the makers of mods like +123, BFX and BFP add extra units to/edit shipped maps then?
Re: 2 Questions
Posted: Thu Aug 14, 2008 7:31 am
by REivEN
They Created A Whole new Mission.lvl
Re: 2 Questions
Posted: Thu Aug 14, 2008 7:47 am
by Maveritchell
Skyhammer_216 wrote:Thanks for clarifying 1...but about 2, how did the makers of mods like +123, BFX and BFP add extra units to/edit shipped maps then?
Because they didn't "edit" shipped maps. There are two ways you can work new units into old maps. In the past, most sides mods have just straight overwritten the stock sides, which defaults the new units into the stock maps. The way any sides mod with a new era is going to have to do it is by creating an addon folder and making their own scripts. The scripts are added through the addme.lua.
Re: 2 Questions
Posted: Thu Aug 14, 2008 8:10 am
by Sky_216
Okay, think I get it...so in that case, could you copy the script for, say, the kamino GCW conquest, change it around, add it to the map/mission.lvl/addon folder/whatever, but make it act as a completely different era - so not replace GCW conquest at all?
Re: 2 Questions
Posted: Thu Aug 14, 2008 10:05 am
by [RDH]Zerted
There are a few ways you can edit or add modes to a shipped map:
1) Hex edit mission.lvl (breaks MP)
2) Copy all the included mission scripts into your map. Edit the script of the map you want to change, then munge a new mission.lvl. Replace the shipped mission.lvl with the one you created (breaks MP if you edit an existing script, supports MP if you just add new scripts)
3) Copy the entire map, change what you want to change, then release it as a new map
4) Create a new, blank map. Copy the mission script from the shipped map you want to edit/change. Change the addme.lua to add the script to the shipped map instead of your new, blank map. Make your script changes/add new modes. Munge your map, but delete all the files it copies into the addon folder except mission.lvl and the addme file. Now ingame your new mission will show up under the shipped map. (breaks MP if you change an existing script, supports MP if you just add new eras/game modes)
I prefer number four.
Re: 2 Questions
Posted: Thu Aug 14, 2008 4:37 pm
by Sky_216
Thanks Zerted...so if I do number four, and add my mode as a new mode (even if its just conquest with different units), then this should be BFP/BFX compatible???
Re: 2 Questions
Posted: Thu Aug 14, 2008 5:08 pm
by Maveritchell
Skyhammer_216 wrote:Thanks Zerted...so if I do number four, and add my mode as a new mode (even if its just conquest with different units), then this should be BFP/BFX compatible???
It's everything "compatible." You could make it a sides mod in the truest sense, since BFP and BFX are both addons and not technically sides mods anymore. But yes, if it's a new era, it won't interfere with anything else.
Re: 2 Questions
Posted: Thu Aug 14, 2008 9:17 pm
by Frisbeetarian
Is there any way through just scripts to add a new layer (I can't think of any other way to make a ZE change to a shipped map and have it loaded in a separate mode)?
Re: 2 Questions
Posted: Fri Aug 15, 2008 9:54 am
by Teancum
As long as you don't need any special layers, you can typically use the conquest layer of an existing map. I did that for a lot of Convo Pack modes. If I didn't want the CPs to be captured I'd add this to the LUA:
SetProperty("[cp name]"), "ControlZone", "") --doing this from memory, that may not be 100% correct
Basically that means I am getting a specific CP, then setting the ControlZone property to nothing (blank).
Re: 2 Questions
Posted: Fri Aug 15, 2008 10:47 am
by [RDH]Zerted
If you need to add a new layer, copy the shipped map and edit it. Remove all its existing stuff except for your new layer. In your script, load your layer along with the shipped map's base layer and anything else you need from the shipped map. Through the script you can load layers (really I think its configured game modes in the layer config ZE window) from other maps and the game will automatically combine them all.
However, if you're only making minor changes or just removing a few things, do it that way Teancum mentioned.
Re: 2 Questions
Posted: Fri Aug 15, 2008 11:25 am
by Frisbeetarian
Thanks, Teancum. I knew you could effect the properties of objects, regions, etc. already in the map through the Lua, but what I was really looking for was a way to add new stuff to preexisting (shipped) maps through the use of a new layer and have the only obvious change in game be the addition of a new mode to the map instead of a new map itself, so thanks, Zerted for answering that.