Addme Lua

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B94
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Addme Lua

Post by B94 »

Ive noticed when you make a custom mod, in the menu, It never shows the actual map name at the selection screen. So, i looked at the addme script and where it says "MAP NAME" below, you put in the name of you map.... this to me looks a lot cleaner.the only Problem is that it doesn't show the little icons on the side.I hope this isn't something known for a long time, but if it is, more modders need to take the time to do this so you can actually know what map your clicking on instead of just doing it off of memory.

NOTE: Where I wrote in "MAP NAME" there is actually wat you see in the instant action menu.




--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 = "MAP NAME", era_g = 1, era_c = 1, mode_con_g = 1, mode_con_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("ABC","ABCc_con",4)
AddDownloadableContent("ABC","ABCg_con",4)
AddDownloadableContent("ABC","ABCg_eli",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")
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Maveritchell
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Post by Maveritchell »

Have I completely missed something? What do you mean your mapname doesn't show up in Instant Action? In the initial munge to create the map, you have to put in a map name, which shows up in the instant action menu.
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B94
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Post by B94 »

Is it only My computer then? cause when i go to select a level from instant action all i see is "ABC%s_%s" for the instant action menu.
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Post by Maveritchell »

You are playing with the 1.1 patch, right?
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B94
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Post by B94 »

Oh jeeze.....Well i just updated it and it all showed up...I feel Like a total dumb.....er, donkey Sorry
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