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New Modes?

Posted: Mon Dec 22, 2008 8:58 pm
by destos
ive seen this in several mod maps recently. a thing called Race mode. and i was wondering how do you make a custom mode? unless the members who know of this secret ninja type art =P dont want to release the secrets yet. im kool with that....lol

Re: New Modes?

Posted: Mon Dec 22, 2008 9:05 pm
by Deviss
destos wrote:ive seen this in several mod maps recently. a thing called Race mode. and i was wondering how do you make a custom mode? unless the members who know of this secret ninja type art =P dont want to release the secrets yet. im kool with that....lol
well, skyhammer_216 made a tutorial of how to do this you can find the tutorial HERE :D

Re: New Modes?

Posted: Mon Dec 22, 2008 9:23 pm
by destos
thats for custom eras im talking about hard core modes =P. i wanna make a zombie mode that has a combination of hunt while also having a thing where if u die you have to wait till a round is over (i was thinking of having 3 rounds in each map and each round lasting 15 mins.)

first is this possible and secondly how would i do this?

Re: New Modes?

Posted: Mon Dec 22, 2008 9:27 pm
by Deviss
destos wrote:thats for custom eras im talking about hard core modes =P. i wanna make a zombie mode that has a combination of hunt while also having a thing where if u die you have to wait till a round is over (i was thinking of having 3 rounds in each map and each round lasting 15 mins.)

first is this possible and secondly how would i do this?
in this tutorial explain how add custom modes but i for to do customs modes you need create a new objective file :wink:

Re: New Modes?

Posted: Mon Dec 22, 2008 10:36 pm
by computergeek
Add a campaign mode and re name it using the 1.3 patch and the documentation that comes with the 1.3 patch

Re: New Modes?

Posted: Tue Dec 23, 2008 2:43 am
by Frisbeetarian
You could always check the The FAQ / Everything You Need Thread Version 2.0. It's under "Adding a Hunt mode to your map -By Saitek009."

Re: New Modes?

Posted: Tue Dec 23, 2008 5:52 am
by Sky_216
RDH Zerted and Mav both have made new modes: holocron, king of the hill, race. Zerted has some scripts for them on his site. You could ask them.

Re: New Modes?

Posted: Tue Dec 23, 2008 1:45 pm
by destos
thanks sky.... ill check out that

and frisbee im talking about Something Entirly diffrent i dont wanna add a allready made mode i wanna make a completly diffrent mode........ but thanks for the help anyways =D

Re: New Modes?

Posted: Tue Dec 23, 2008 4:09 pm
by computergeek
You can't make your own mode. You can put one in that already exists and re-name it, but you can't make a new mode entirely. (unless of course you are RHD Zerted :funny2: )
You need to add an already made mode (dosn't matter which, you can change objectives and stuff in the lua), and follow this from the documentation for the 1.3 patch
Hidden/Spoiler:
[quote]This tutorial will take you through the process changing the displayed label, icon, and description of a Conquest, G era map.

Backgound:
* The v1.3 patch supports over 38 game modes and 27 eras. If you want to add a new game mode or era, look at these predefined ones first. Checkout the change log for shell.lvl and common.lvl to see exactly what was added and is directly supported.
* This tutorial will assume you have created a basic LVLg_con map.

Basic Era Support
1) In addme/addme.lua, expand your sp_missionselect_listbox_contents table. Meaning, put each element on a line by itself so the table is easier to read, like this:

sp_missionselect_listbox_contents[sp_n+1] = {
isModLevel = 1,
mapluafile = "LVL%s_%s",
era_g = 1,
mode_con_g = 1,
}

2) Edit the table to add the 'change' table:

sp_missionselect_listbox_contents[sp_n+1] = {
isModLevel = 1,
mapluafile = "LVL%s_%s",
era_g = 1,
mode_con_g = 1,
change = {

},
}

3) We want to change the Conquest game mode, so add another table inside the new 'change' table. The name/index of the new table has to match the game mode key. For Conquest, the key is 'mode_con'. So:

sp_missionselect_listbox_contents[sp_n+1] = {
isModLevel = 1,
mapluafile = "LVL%s_%s",
era_g = 1,
mode_con_g = 1,
change = {
mode_con = { },
},
}

4) Add indexes for Conquest's new name ('name'), new icon ('icon'), and new description ('about'). You only need to add the indexes you want to change, but this tutorial changes all of them so:

sp_missionselect_listbox_contents[sp_n+1] = {
isModLevel = 1,
mapluafile = "LVL%s_%s",
era_g = 1,
mode_con_g = 1,
change = {
mode_con = { name="Candy Conquest", icon="mode_icon_holo", about="Drop off ten cubes of sugar at your ant hill (CP) to win. Watch out for human overlords, kids with magnifying glasses, other ant colonies, and sticky traps..." },
},
}

5) Munge your map. Since we only changed addme.lua, you don't need to check or select anything in VisualMunge. This will greatly decrease its munge time.
6) Start the game. In the map selection screens, your map's Conquest game mode checkbox will now be labeled 'Candy Conquest' and its icon and description will have changed too.
7) In addition to Conquest, we also wanted to chagne the era's name and icon (eras display no descriptions). The procedure is the same except we use the era's key instead of the game mode's key and an index of 'icon2' instead of 'icon'. Here is the completed example table:

sp_missionselect_listbox_contents[sp_n+1] = {
isModLevel = 1,
mapluafile = "LVL%s_%s",
era_g = 1,
mode_con_g = 1,
change = {
era_g = { name="Ant Wars", icon2="rvb_icon" },
mode_con = { name="Candy Conquest", icon="mode_icon_holo", about="Drop off ten cubes of sugar at your ant hill (CP) to win. Watch out for humans overlords, kids with magnifying glasses, other ant colonies, and sticky traps..." },
},
}

8) In your map's readme, make sure to list that the 'v1.3 patch r112+' is required to correctly view the game mode/era. If the player doesn't have the v1.3 patch, then the map's mission will still be displayed, but it will show the original values (i.e. 'Conquest' instead of 'Candy Conquest').
9) Thats it!
[/quote]
Thanks Zerted for the wonderful patch and editing mode names support!

Re: New Modes?

Posted: Wed Dec 24, 2008 1:26 pm
by Master_Ben
computergeek wrote: Thanks Zerted for the wonderful patch and editing mode names support!
Here Here! :yes:

Re: New Modes?

Posted: Wed Dec 31, 2008 2:14 pm
by [RDH]Zerted
Thanks for the thanks.

A custom game mode is just a bunch of lua code doing something. In your map, write all your code to do the zombie stuff in your lua script. It sounds like you want to play Deathmatch (with some slight changes) 3 times in a row. To get started, setup your lua like a campaign map with 3 deathmatch objectives then move on from there.