Addme.lua modification for a mod [Solved]
Posted: Mon Jun 16, 2014 8:13 am
by Indytotof
Hello modders and mappers, here is Indytotof !
I'm creating a new mod that add the Clone Wars era on Endor and Hoth, the Galatic Civil War on Geonosis and Assault mod on Coruscant, Mustafar, Kamino and Naboo copying the Campaign mod (Clone VS Jedi on Coruscant, Empire VS CIS on Mustafar, Empire VS Republic on Kamino and Empire VS Naboo rebels on Naboo).
Here is the addme.lua script:
--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,
"cor1%s_%s",
{era_c = 1, mode_eli_c = 1,})
AddNewGameModes(sp_missionselect_listbox_contents,
"cor1s%_%s",
{era_c = 1, mode_eli_c = 1,})
AddNewGameModes(sp_missionselect_listbox_contents,
"end1%s_%s",
{era_c = 1, mode_con_c = 1, mode_1flag_c = 1,})
AddNewGameModes(sp_missionselect_listbox_contents,
"end1%s_%s",
{era_c = 1, mode_con_c = 1, mode_1flag_c = 1,})
AddNewGameModes(sp_missionselect_listbox_contents,
"geo1%s_%s",
{era_g = 1, mode_con_g = 1, mode_ctf_g = 1, mode_xl_g = 1,})
AddNewGameModes(sp_missionselect_listbox_contents,
"geo1%s_%s",
{era_g = 1, mode_con_g = 1, mode_ctf_g = 1,})
AddNewGameModes(sp_missionselect_listbox_contents,
"hot1%s_%s",
{era_c = 1, mode_con_c = 1, mode_1flag_c = 1, mode_1flag_c = 1, mode_xl_c = 1,})
AddNewGameModes(sp_missionselect_listbox_contents,
"hot1%s_%s",
{era_c = 1, mode_con_c = 1, mode_1flag_c = 1, mode_xl_c = 1,})
AddNewGameModes(sp_missionselect_listbox_contents,
"hot1%s_%s",
{era_c = 1, mode_con_c = 1, mode_1flag_c = 1,})
AddNewGameModes(sp_missionselect_listbox_contents,
"kam1%2_%2",
{era_c = 1, mode_eli_c = 1,})
AddNewGameModes(sp_missionselect_listbox_contents,
"kam1%2_%2",
{era_c = 1, mode_eli_c =1,})
AddNewGameModes(sp_missionselect_listbox_contents,
"mus1%s_%s",
{era_c = 1, mode_eli_c = 1,})
AddNewGameModes(sp_missionselect_listbox_contents,
"mus1%s_%s",
{era_c = 1, mode_eli_c = 1,})
AddNewGameModes(sp_missionselect_listbox_contents,
"nab2%s_%s",
{era_g = 1, mode_eli_g = 1,})
AddNewGameModes(sp_missionselect_listbox_contents,
"nab2%s_%s"
{era_g = 1, mode_eli_g = 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("COR1","cor1c_eli",4)
AddDownloadableContent("END1","end1c_1flag",4)
AddDownloadableContent("END1","end1c_con",4)
AddDownloadableContent("GEO1","geo1g_con",4)
AddDownloadableContent("GEO1","geo1g_ctf",4)
AddDownloadableContent("GEO1","geo1g_xl",4)
AddDownloadableContent("HOT1","hot1c_1flag",4)
AddDownloadableContent("HOT1",'hot1c_con",4)
AddDownloadableContent("HOT1","hot1c_xl",4)
AddDownloadableContent("KAM1","kam1c_eli",4)
AddDownloadableContent("MUS1","mus1c_eli",4)
AddDownloadableContent("NAB2","nab2g_eli",4)
-- all done
newEntry = nil
n = nil
-- Now load our core.lvl into the shell to add our localize keys
ReadDataFile("..\\..\\addon\\TES\\data\\_LVL_PC\\core.lvl")
Did I do all right ? did I can munge my addme ?
Thanks for your advice !
I'm creating a new mod that add the Clone Wars era on Endor and Hoth, the Galatic Civil War on Geonosis and Assault mod on Coruscant, Mustafar, Kamino and Naboo copying the Campaign mod (Clone VS Jedi on Coruscant, Empire VS CIS on Mustafar, Empire VS Republic on Kamino and Empire VS Naboo rebels on Naboo).
Here is the addme.lua script:
Hidden/Spoiler:
--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,
"cor1%s_%s",
{era_c = 1, mode_eli_c = 1,})
AddNewGameModes(sp_missionselect_listbox_contents,
"cor1s%_%s",
{era_c = 1, mode_eli_c = 1,})
AddNewGameModes(sp_missionselect_listbox_contents,
"end1%s_%s",
{era_c = 1, mode_con_c = 1, mode_1flag_c = 1,})
AddNewGameModes(sp_missionselect_listbox_contents,
"end1%s_%s",
{era_c = 1, mode_con_c = 1, mode_1flag_c = 1,})
AddNewGameModes(sp_missionselect_listbox_contents,
"geo1%s_%s",
{era_g = 1, mode_con_g = 1, mode_ctf_g = 1, mode_xl_g = 1,})
AddNewGameModes(sp_missionselect_listbox_contents,
"geo1%s_%s",
{era_g = 1, mode_con_g = 1, mode_ctf_g = 1,})
AddNewGameModes(sp_missionselect_listbox_contents,
"hot1%s_%s",
{era_c = 1, mode_con_c = 1, mode_1flag_c = 1, mode_1flag_c = 1, mode_xl_c = 1,})
AddNewGameModes(sp_missionselect_listbox_contents,
"hot1%s_%s",
{era_c = 1, mode_con_c = 1, mode_1flag_c = 1, mode_xl_c = 1,})
AddNewGameModes(sp_missionselect_listbox_contents,
"hot1%s_%s",
{era_c = 1, mode_con_c = 1, mode_1flag_c = 1,})
AddNewGameModes(sp_missionselect_listbox_contents,
"kam1%2_%2",
{era_c = 1, mode_eli_c = 1,})
AddNewGameModes(sp_missionselect_listbox_contents,
"kam1%2_%2",
{era_c = 1, mode_eli_c =1,})
AddNewGameModes(sp_missionselect_listbox_contents,
"mus1%s_%s",
{era_c = 1, mode_eli_c = 1,})
AddNewGameModes(sp_missionselect_listbox_contents,
"mus1%s_%s",
{era_c = 1, mode_eli_c = 1,})
AddNewGameModes(sp_missionselect_listbox_contents,
"nab2%s_%s",
{era_g = 1, mode_eli_g = 1,})
AddNewGameModes(sp_missionselect_listbox_contents,
"nab2%s_%s"
{era_g = 1, mode_eli_g = 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("COR1","cor1c_eli",4)
AddDownloadableContent("END1","end1c_1flag",4)
AddDownloadableContent("END1","end1c_con",4)
AddDownloadableContent("GEO1","geo1g_con",4)
AddDownloadableContent("GEO1","geo1g_ctf",4)
AddDownloadableContent("GEO1","geo1g_xl",4)
AddDownloadableContent("HOT1","hot1c_1flag",4)
AddDownloadableContent("HOT1",'hot1c_con",4)
AddDownloadableContent("HOT1","hot1c_xl",4)
AddDownloadableContent("KAM1","kam1c_eli",4)
AddDownloadableContent("MUS1","mus1c_eli",4)
AddDownloadableContent("NAB2","nab2g_eli",4)
-- all done
newEntry = nil
n = nil
-- Now load our core.lvl into the shell to add our localize keys
ReadDataFile("..\\..\\addon\\TES\\data\\_LVL_PC\\core.lvl")
Thanks for your advice !