Custom Gametype discussion
Moderator: Moderators
RE: Re: RE: Re: RE: Custom Gametype discussion
I thought i heard something about attack and deffend for SWBF2 is this true or false? and it would be cool if we cold make that for the game.
RE: Re: RE: Re: RE: Custom Gametype discussion
I have figured out how to make the new game modes added show up in-game. Make sure you make changes to the following files:
1. ADDME.LUA (IN ADDME FOLDER): You will have to use some intuition here; find these lines in addme.lua and change them appropriately.
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sp_missionselect_listbox_contents[sp_n+1] = { isModLevel = 1, mapluafile = "RNV%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_1flag_g = 1, mode_1flag_c = 1, mode_eli_g = 1,}
AddDownloadableContent("RNV","RNVg_con",4)
AddDownloadableContent("RNV","RNVc_con",4)
AddDownloadableContent("RNV","RNVg_ctf",4)
AddDownloadableContent("RNV","RNVc_ctf",4)
AddDownloadableContent("RNV","RNVg_1flag",4)
AddDownloadableContent("RNV","RNVc_1flag",4)
AddDownloadableContent("RNV","RNVg_eli",4)
-------------------------------------------------------------
2. REQ files: Make sure you have a req file (following the RNVc_1flag.reg naming convention) for each game mode. These are located in data_xxx/Common/mission
- Follow the RNVc_con.req (which should already be created) model.
3. LUA files: Make sure you have a LUA file (model after an existing map) for each game mode. Located in data_xxx/Common/scripts/XXX
- Use the SWBFIITools/assets folder, follow an existing 1flag,ctf, eli, etc. in order to create the file properly ; Again, logic skills will be needed to see what you can add/delete from each ; Good idea would be to create a "dummy" map and then copy over the files to your folder, changing instances of the map name from TAW to RNV, for example.
4. Follow the CTF tutorial created by Teancum to create these modes. As far as eli is concerned, it's almost the same as the conquest lua, except you have heroes instead of troopers.
5. If still not working, delete your mod folder from the Gamedata/addon directory, clean and then munge. This is how I was able to get it working.
1. ADDME.LUA (IN ADDME FOLDER): You will have to use some intuition here; find these lines in addme.lua and change them appropriately.
----------------------------------------
sp_missionselect_listbox_contents[sp_n+1] = { isModLevel = 1, mapluafile = "RNV%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_1flag_g = 1, mode_1flag_c = 1, mode_eli_g = 1,}
AddDownloadableContent("RNV","RNVg_con",4)
AddDownloadableContent("RNV","RNVc_con",4)
AddDownloadableContent("RNV","RNVg_ctf",4)
AddDownloadableContent("RNV","RNVc_ctf",4)
AddDownloadableContent("RNV","RNVg_1flag",4)
AddDownloadableContent("RNV","RNVc_1flag",4)
AddDownloadableContent("RNV","RNVg_eli",4)
-------------------------------------------------------------
2. REQ files: Make sure you have a req file (following the RNVc_1flag.reg naming convention) for each game mode. These are located in data_xxx/Common/mission
- Follow the RNVc_con.req (which should already be created) model.
3. LUA files: Make sure you have a LUA file (model after an existing map) for each game mode. Located in data_xxx/Common/scripts/XXX
- Use the SWBFIITools/assets folder, follow an existing 1flag,ctf, eli, etc. in order to create the file properly ; Again, logic skills will be needed to see what you can add/delete from each ; Good idea would be to create a "dummy" map and then copy over the files to your folder, changing instances of the map name from TAW to RNV, for example.
4. Follow the CTF tutorial created by Teancum to create these modes. As far as eli is concerned, it's almost the same as the conquest lua, except you have heroes instead of troopers.
5. If still not working, delete your mod folder from the Gamedata/addon directory, clean and then munge. This is how I was able to get it working.
- Teancum
- Jedi Admin
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RE: Re: RE: Re: RE: Custom Gametype discussion
Yeah, if you want XL (though you have to add reqs and lua's manually) it's mode_xl_g and mode_xl_c
- jangoisbaddest
- Lieutenant General
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RE: Re: RE: Re: RE: Custom Gametype discussion
I've just sucessfully made a gamemode for Coruscant: Order 66 (the same map, just re - produced for new gamemodes), but I have a few questions about things I need to fix for it:
1) When I control Jedi, I can block, attack, and even sprint attack, but when I do the attack as I'm coming down from the air, the game just crashes. Any way I can fix that? The problem was gone when I cleared the all the jedi classes but one. I wonder if the game is getting confused with all of the Jedi classes on one side.
2) How do I change the name displayed on the gamemode selection list? I had to use "Conquest" in order for the game mechanics to work, but I want to change the name and description box for it if possible.
3) Can you add gamemodes freely (use the conquest mechanic more than once on the same map, or perhaps create a brand new game mode from scratch)? If so, how would one go about this?
Thanks in advance, as this community has been very friendly and helpful.
1) When I control Jedi, I can block, attack, and even sprint attack, but when I do the attack as I'm coming down from the air, the game just crashes. Any way I can fix that? The problem was gone when I cleared the all the jedi classes but one. I wonder if the game is getting confused with all of the Jedi classes on one side.
2) How do I change the name displayed on the gamemode selection list? I had to use "Conquest" in order for the game mechanics to work, but I want to change the name and description box for it if possible.
3) Can you add gamemodes freely (use the conquest mechanic more than once on the same map, or perhaps create a brand new game mode from scratch)? If so, how would one go about this?
Thanks in advance, as this community has been very friendly and helpful.