[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)
sp_missionselect_listbox_contents[sp_n+1] = {
isModLevel = 1,
mapluafile = "CCC%s_%s",
era_c = 1, era_m = 1, era_y = 1,
mode_con_c = 1, mode_con_m = 1, mode_con_y = 1,
change = {
era_c = { name"Name1" },
era_m = { name"Name2" },
era_y = { name"Name3" },
},
}
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("CCC","CCCc_con",4)
AddDownloadableContent("CCC","CCCm_con",4)
AddDownloadableContent("CCC","CCCy_con",4)
-- all done
newEntry = nil
n = nil
-- Now load our core.lvl into the shell to add our localize keys
ReadDataFile("..\\..\\addon\\CCC\\data\\_LVL_PC\\core.lvl")
[/code]