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Could not open MISSION\AIAc_eli.lvl

Posted: Mon May 21, 2007 12:28 pm
by Caleb1117
Ok, I'm working on giving my map a CW assault.
(that happens to be more hunt like)

First after I had made my chanes to my new lua that I needed I changed this line
SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:AIA\\AIA.lvl", "AIA_eli")
SetDenseEnvironment("false")
SetStayInTurrets(1)
also I updated my addme.lua

--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)

sp_missionselect_listbox_contents[sp_n+1] = { isModLevel = 1, mapluafile = "AIA%s_%s", era_g = 1, era_c = 1, mode_con_g = 1, mode_con_c = 1, mode_ctf_g = 1, mode_ctf_c = 1, mode_eli_g = 1, mode_eli_c = 1,}
mp_n = table.getn(mp_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("AIA","AIAg_con",4)
AddDownloadableContent("AIA","AIAc_con",4)
AddDownloadableContent("AIA","AIAg_ctf",4)
AddDownloadableContent("AIA","AIAc_ctf",4)
AddDownloadableContent("AIA","AIAg_eli",4)
AddDownloadableContent("AIA","AIAc_eli",4)

-- all done
newEntry = nil
n = nil

-- Now load our core.lvl into the shell to add our localize keys
ReadDataFile("..\\..\\addon\\AIA\\data\\_LVL_PC\\core.lvl")
And then I changed the mission.req
ucft
{
REQN
{
"config"
"ingame_movies"
}

REQN
{
"script"
"setup_teams"
"gametype_conquest"
"gametype_capture"
"Objective"
"MultiObjectiveContainer"
"ObjectiveCTF"
"ObjectiveAssault"
"ObjectiveSpaceAssault"
"ObjectiveConquest"
"ObjectiveTDM"
"ObjectiveOneFlagCTF"
"SoundEvent_ctf"
"ObjectiveGoto"
"LinkedShields"
"LinkedDestroyables"
"LinkedTurrets"
"Ambush"
"PlayMovieWithTransition"
}

REQN
{
"lvl"
"AIAg_con"
"AIAc_con"
"AIAg_ctf"
"AIAc_ctf"
"AIAg_eli"
"AIAc_eli"
}
}
when I try to play it, the game locks up and an error message apears:
Could not open MISSION\AIAc_eli.lvl
I click "ok" and the game shuts down.
what do I need to to?

Posted: Mon May 21, 2007 12:34 pm
by DarthD.U.C.K.
jano31coa wrote:Hi,

this first post is a like a small tutorial that explains how to make hunt working. The quote at the end of the post is what I posted when I created this topic (if someone ever wants to follow the topic).

Here I explained what I did to make it work. I wanted to add the hunt of hoth in my map. If you want a hunt mode from another map, you should replace hoth by the name of the map.
Very soon I'll add another explanation about how you make a hunt layer (so the map in hunt isn't exactly what it is in conquest mode).


So, with the help of MasterSaitek009 and Penguin, I figured out how to make hunt mode working.

what I did exactly :

create a new map called aaa

copy "hoth_hunt.mrq" in "\BF2_ModTools\data_AAA\Worlds\AAA\world1"
rename "copy of hoth_hunt.mrq" to "AAA_hunt.mrq"
open "AAA_hunt.mrq" and replace with AAA :

Code: Select all

ucft
{
REQN
{
"congraph"
"AAA_hunt"
}
REQN
{
"world"
"AAA_hunt"
}
}
i tried that without .mrq a half year... :x

Posted: Mon May 21, 2007 12:38 pm
by Caleb1117
ok... but how do I change an already existing eli.mrq, to include a CW eli?

this is my eli.mrq
ucft
{
REQN
{
"congraph"
"AIA_eli"
}
REQN
{
"world"
"AIA_eli"
}
}

Posted: Mon May 21, 2007 12:40 pm
by DarthD.U.C.K.
nice question, i dont know it lol

Posted: Mon May 21, 2007 7:11 pm
by Caleb1117
Ok, thats... more dificult ten I need sounding :P
How bout this?
I change the lua into a hunt, change the addme, and mission.req
then make a "hunt" layer in ZE, that sounds easier to me.
only question now is, how do I copy the data from the Base layer into a new one?
or does it do that automaticly?

Posted: Mon May 21, 2007 7:26 pm
by FragMe!
Did you create an AIAc_eli.req file in the data_AIA/common/mission folder? YOu didn't mention it that's why I ask.
There are about 5 or 6 things that need to be done to put in a new mode it can be a pain if you miss one.

Posted: Mon May 21, 2007 7:42 pm
by Caleb1117
... no I don't think so.
But I've done it now.

Edit: BTW it still doesn't work.

Posted: Tue May 22, 2007 1:48 pm
by Caleb1117
Pardon the dual post, but I seem to have messed something up real bad. None of my modes work now, they all crash, all with the same error message.