--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
ReadDataFile("..\\..\\addon\\BFE\\data\\_LVL_PC\\shell.lvl")
ReadDataFile("..\\..\\addon\\BFE\\data\\_LVL_PC\\common.lvl")
--insert totally new maps here:
sp_missionselect_listbox_contents[sp_n+1] = { isModLevel = 1, mapluafile = "CHG%s_%s", era_g = 1, era_c = 1, mode_con_g = 1, mode_con_c = 1,}
mp_n = table.getn(mp_missionselect_listbox_contents)
mp_missionselect_listbox_contents[mp_n+1] = sp_missionselect_listbox_contents[sp_n+1]
local sp_n = 0
local mp_n = 0
sp_n = table.getn(sp_missionselect_listbox_contents)
AddNewGameModes(
sp_missionselect_listbox_contents,
"kam1%s_%s",
{
era_e = 1,
era_b = 1,
mode_con_e = 1,
mode_con_b = 1,
change = {
era_e = { name="BFE Clone Wars" , icon2="cw_icon" },
era_b = { name="BFE Galactic Civil War", icon2="gcw_icon" },},})
AddNewGameModes(
mp_missionselect_listbox_contents,
"kam1%s_%s",
{
era_e = 1,
era_b = 1,
mode_con_e = 1,
mode_con_b = 1,
change = {
era_e = { name="BFE Clone Wars" , icon2="cw_icon" },
era_b = { name="BFE Galactic Civil War", icon2="gcw_icon" },},})
AddNewGameModes(
sp_missionselect_listbox_contents,
"kas2%s_%s",
{
era_e = 1,
era_b = 1,
mode_con_e = 1,
mode_con_b = 1,
change = {
era_e = { name="BFE Clone Wars" , icon2="cw_icon" },
era_b = { name="BFE Galactic Civil War", icon2="gcw_icon" },},})
AddNewGameModes(
mp_missionselect_listbox_contents,
"kas2%s_%s",
{
era_e = 1,
era_b = 1,
mode_con_e = 1,
mode_con_b = 1,
change = {
era_e = { name="BFE Clone Wars" , icon2="cw_icon" },
era_b = { name="BFE Galactic Civil War", icon2="gcw_icon" },},})
-- 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("kam1","kam1b_con",4)
AddDownloadableContent("kam1","kam1e_con",4)
AddDownloadableContent("kas2","kas2b_con",4)
AddDownloadableContent("kas2","kas2e_con",4)
AddDownloadableContent("CHG","CHGc_con",4)
AddDownloadableContent("CHG","CHGg_con",4)
-- all done
newEntry = nil
n = nil
-- Now load our core.lvl into the shell to add our localize keys
ReadDataFile("..\\..\\addon\\BFE\\data\\_LVL_PC\\core.lvl")
ReadDataFile("..\\..\\addon\\BFE\\data\\_LVL_PC\\CHG\\CHG.lvl")