i changed corasants to have more units and munged but cant find the file i need to replace the default map file with and dont know where it would be. This is my first time modding luas so any help would be great cuz i know next to nothing about it
Re: maps
Posted: Sun Jan 24, 2010 7:26 pm
by genaral_mitch
Go to assets\Scripts\cor\cor_era_mode and copy that script to data_xxx\common\scripts\XXX and rename that to XXX_era_mode then you should follow the tutorial "how to edit a shipped map".
Re: maps
Posted: Sun Jan 24, 2010 7:27 pm
by RogueKnight
Also read the documentation on .lua that comes with the modtools.
Re: Editing shipped maps
Posted: Mon Jan 25, 2010 6:58 pm
by skelltor
from what i read i need to make a new world for every map i want to change right??
Re: Editing shipped maps
Posted: Mon Jan 25, 2010 7:09 pm
by genaral_mitch
Yes.
Re: Editing shipped maps
Posted: Mon Jan 25, 2010 8:49 pm
by skelltor
so let me c if i got this right make a new world then copy and past the default world instead of the new one how do i make it over write the one in the root of battle front 2??
Re: Editing shipped maps
Posted: Mon Jan 25, 2010 9:26 pm
by genaral_mitch
In your .lua, which is the one you got from Coruscant but is now called ???c_con, scroll down past the memory pools and find this bit:
um i tried editing dagobas lua i think i did every thing i am supossed to do but when i play it nothing is changed
Re: Editing shipped maps
Posted: Fri Feb 12, 2010 2:39 am
by AQT
Obviously you did something wrong. Describe the steps you went through and be specific. Also please type legibly. By not doing so, you are actually breaking the second site rule.
Re: Editing shipped maps
Posted: Fri Feb 12, 2010 2:57 am
by skelltor
oh sorry i dont have a spell check but i will try harder i made a new map abc i renamed the world 1 folder world 2 i copied the odf msh effects and world 1 from assests worlds dag i opened the bfx assests dag scripts opened the luas and copy and pasted them in abc/common/scripts/abc into the right lua i edited one of them to have a different hero did the dc: thing saved it then closed the folder munged it copied and replaced the dag/dag1 file with the one in data_abc/lvl_pc/abc i opened bf2modtools and ran both clone wars and bfx clone wars but no changes where made
Re: Editing shipped maps
Posted: Fri Feb 12, 2010 3:01 am
by genaral_mitch
genaral_mitch wrote:In your .lua, which is the one you got from Coruscant but is now called ???c_con, scroll down past the memory pools and find this bit:
this is there will it work ? ReadDataFile("dc:ABC\\dag1.lvl", "dag1_conquest", "dag1_cw")
Re: Editing shipped maps
Posted: Fri Feb 12, 2010 3:10 am
by genaral_mitch
If that is indeed your problem.
Re: Editing shipped maps
Posted: Fri Feb 12, 2010 3:17 am
by skelltor
i mean is that the right line that should be there?
Re: Editing shipped maps
Posted: Fri Feb 12, 2010 1:33 pm
by Coley
Did you read the thread in the faq exactly? I think there is everything to find you need to know about this topic.
EDIT
yes I think so but read above
Re: Editing shipped maps
Posted: Tue Feb 16, 2010 7:53 pm
by skelltor
ok so what i am doing is modding the lua on shipped maps but when i open battle front i get a ctd right after you see mustafar in the loding thing i used skys tutorial here http://www.gametoast.com/forums/viewtop ... 27&t=16616 would it help if i posted the lua and add me?
Re: Editing shipped maps
Posted: Tue Feb 16, 2010 7:57 pm
by genaral_mitch
After looking in the era mod thread, I found your problem. You messed up your Addme.lua!!!! Either get an addme from a different map and change everything of that has a 3-letter name to your 3-letter name, or delete the map
Good thing you linked me to this
EDIT: Oh, no what is this? Satan For A day?
Re: Editing shipped maps
Posted: Tue Feb 16, 2010 7:58 pm
by skelltor
lol well u were trying to help
idk what to change here is the error log sev 3
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaScript.cpp(435)
Script file addme not found
here is the addme
Hidden/Spoiler:
--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)
-- 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)