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Creating a mod
Posted: Fri May 22, 2009 7:21 am
by lucasfart
this may seem like a stupid question but i was wondering how you create mods that add new era's and new modes to default maps. also how to change skins on default maps and all that. basicly, how to create a mod.
Re: creating a mod
Posted: Fri May 22, 2009 7:59 am
by DarthD.U.C.K.
read the gettingstarted doc in the modtools documentationfolder
Re: creating a mod
Posted: Fri May 22, 2009 9:02 am
by Deviss
lucasfart wrote:this may seem like a stupid question but i was wondering how you create mods that add new era's and new modes to default maps. also how to change skins on default maps and all that. basicly, how to create a mod.
well for add new era's and mods you must change the addme file

is large of explicate
Re: creating a mod
Posted: Sat May 23, 2009 12:54 am
by lucasfart
@ Darthduck: i can make maps fine and add stuff into them. i just don't know how to edit default BF2 maps
@ Deviss: Could you tell me how to edit addme's??
thanks
Re: creating a mod
Posted: Sat May 23, 2009 1:16 am
by Deviss
lucasfart wrote:@ Deviss: Could you tell me how to edit addme's??
thanks
yes, well there is 2 parts:
existente maps (you only change or add a mods for someone existente map for example i use this section for modify the jabba's palace conquest)
new maps (you have a new mygeeto or x map so appear a new map name of the maps list on game)
for example this is my addme.lua file
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 the new gamemodes or maps here for pre-existing maps:
AddNewGameModes(sp_missionselect_listbox_contents,
"tat3%s_%s",
{era_c = 1, mode_con_c = 1})
AddNewGameModes(sp_missionselect_listbox_contents,
"myg1%s_%s",
{era_c = 1, mode_xl_c = 1})
--insert totally new maps here:
local sp_n = 0
local mp_n = 0
sp_n = table.getn(sp_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("TAT3","tat3c_con",4)
AddDownloadableContent("MYG1","myg1c_xl",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")
i don't know because always is 4 here
AddDownloadableContent("MYG1","myg1c_xl",4)