Artificial Addon Support
Posted: Sat Mar 19, 2016 4:13 pm
As some may know, Battlefront 2 for PSP/PS2 do not have a feature to support addon maps, by default. I am thinking it may be possible to make some coding in the shell that can look for and add new maps to the game.
What I have tossed around in my head is that a modder would prepare 3 files for their addon map:
1) A core.lvl so that new map is localized
2) A mission.lvl for missions
3) A addme.script-like file that would contain new map entries. This won't be a regular addme.script but just something similar to missionlist.lua that puts in more map entries.
Inside of the main game folder (_lvl_psp or _lvl_ps2) there will be the addon folder. Inside the addon folder will be any 3 letter map folder. Inside that 3 letter map folder there will be the 3 files as listed above.
What the artificial addon support needs to do:
1) Scan the core.lvl and add in new localization bits for the new maps
2) Scan the addme-like script/lvl file to read, and add map entries to the regular list of map entries
3) Scan the mod's mission.lvl, get any available missions and add them to the pool of total missions
Now I am a noob at scripting so I am going to need lots of spoon feeding on this. The first thing is just determining how possible this may be, and if possible, how hard to expect it to be. Any feedback from any user is welcomed!
What I have tossed around in my head is that a modder would prepare 3 files for their addon map:
1) A core.lvl so that new map is localized
2) A mission.lvl for missions
3) A addme.script-like file that would contain new map entries. This won't be a regular addme.script but just something similar to missionlist.lua that puts in more map entries.
Inside of the main game folder (_lvl_psp or _lvl_ps2) there will be the addon folder. Inside the addon folder will be any 3 letter map folder. Inside that 3 letter map folder there will be the 3 files as listed above.
What the artificial addon support needs to do:
1) Scan the core.lvl and add in new localization bits for the new maps
2) Scan the addme-like script/lvl file to read, and add map entries to the regular list of map entries
3) Scan the mod's mission.lvl, get any available missions and add them to the pool of total missions
Now I am a noob at scripting so I am going to need lots of spoon feeding on this. The first thing is just determining how possible this may be, and if possible, how hard to expect it to be. Any feedback from any user is welcomed!