Can't get my mappack to work (followed Teancum's tutorial)

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Recruit Womprat Killer
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Can't get my mappack to work (followed Teancum's tutorial)

Postby SergeantPurge » Tue Jul 30, 2019 4:57 pm

So basically i followed this tutorial
http://www.gametoast.com/viewtopic.php? ... 31#p167224
to the best of my abilities but after i munge it instantly finishes and tells me to run battlefront (i do have the mungefix because it works perfectly for standalone maps) Ingame the maps appear with the "%_ABCs%" stuff and when i add them and launch them battlefront crashes. I have no idea what i possibly could've done wrong.

I'll gladly provide specific Lua's, Req's or addme's if that could help? Sorry if this is a noob question but i've looked thoroughly after "mappack" and "munge" but found nothing of aid.

Recruit Womprat Killer
User avatar
Posts: 6
Joined: Fri Jun 09, 2017 6:36 am
Projects :: Genesis mappack
Games I'm Playing :: StarWarsBattlefront2
xbox live or psn: No gamertag set

Re: Can't get my mappack to work (followed Teancum's tutoria

Postby SergeantPurge » Wed Jul 31, 2019 8:40 am

I tried again following this;

http://swbf-custom.forumactif.com/t27-f ... rz4os91uRk

tutorial (by commander fett) and i have the exact same result. Instantly done munging and the maps crashing on launch.

Recruit Womprat Killer
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Joined: Fri Jun 09, 2017 6:36 am
Projects :: Genesis mappack
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Re: Can't get my mappack to work (followed Teancum's tutoria

Postby SergeantPurge » Wed Jul 31, 2019 8:44 am

Here's my addme.lua:
Hidden/Spoiler:
--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 = "DSH%s_%s", era_g = 1, mode_con_g = 1, mode_ctf_g = 1, mode_1flag_g = 1,}
mp_n = table.getn(mp_missionselect_listbox_contents)
mp_missionselect_listbox_contents[mp_n+1] = sp_missionselect_listbox_contents[sp_n+1]

sp_n = table.getn(sp_missionselect_listbox_contents)
sp_missionselect_listbox_contents[sp_n+1] = { isModLevel = 1, mapluafile = "ERB%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]

sp_n = table.getn(sp_missionselect_listbox_contents)
sp_missionselect_listbox_contents[sp_n+1] = { isModLevel = 1, mapluafile = "HTR%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,}
mp_n = table.getn(mp_missionselect_listbox_contents)
mp_missionselect_listbox_contents[mp_n+1] = sp_missionselect_listbox_contents[sp_n+1]

sp_n = table.getn(sp_missionselect_listbox_contents)
sp_missionselect_listbox_contents[sp_n+1] = { isModLevel = 1, mapluafile = "KAI%s_%s", era_c = 1, mode_con_c = 1, mode_ctf_c = 1, mode_1flag_c = 1,}
mp_n = table.getn(mp_missionselect_listbox_contents)
mp_missionselect_listbox_contents[mp_n+1] = sp_missionselect_listbox_contents[sp_n+1]

sp_n = table.getn(sp_missionselect_listbox_contents)
sp_missionselect_listbox_contents[sp_n+1] = { isModLevel = 1, mapluafile = "TAS%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,}
mp_n = table.getn(mp_missionselect_listbox_contents)
mp_missionselect_listbox_contents[mp_n+1] = sp_missionselect_listbox_contents[sp_n+1]

sp_n = table.getn(sp_missionselect_listbox_contents)
sp_missionselect_listbox_contents[sp_n+1] = { isModLevel = 1, mapluafile = "Y4R%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,}
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("DSH","DSHg_con",4)
AddDownloadableContent("DSH","DSHg_ctf",4)
AddDownloadableContent("DSH","DSHg_1flag",4)
AddDownloadableContent("ERB","ERBg_con",4)
AddDownloadableContent("ERB","ERBc_con",4)
AddDownloadableContent("HTR","HTRg_con",4)
AddDownloadableContent("HTR","HTRc_con",4)
AddDownloadableContent("HTR","HTRg_ctf",4)
AddDownloadableContent("HTR","HTRc_ctf",4)
AddDownloadableContent("HTR","HTRg_1flag",4)
AddDownloadableContent("HTR","HTRc_1flag",4)
AddDownloadableContent("KAI","KAIc_con",4)
AddDownloadableContent("KAI","KAIc_ctf",4)
AddDownloadableContent("KAI","KAIc_1flag",4)
AddDownloadableContent("TAS","TASg_con",4)
AddDownloadableContent("TAS","TASc_con",4)
AddDownloadableContent("TAS","TASg_ctf",4)
AddDownloadableContent("TAS","TASc_ctf",4)
AddDownloadableContent("TAS","TASg_1flag",4)
AddDownloadableContent("TAS","TASc_1flag",4)
AddDownloadableContent("Y4R","Y4Rg_con",4)
AddDownloadableContent("Y4R","Y4Rc_con",4)
AddDownloadableContent("Y4R","Y4Rg_ctf",4)
AddDownloadableContent("Y4R","Y4Rc_ctf",4)
AddDownloadableContent("Y4R","Y4Rg_1flag",4)
AddDownloadableContent("Y4R","Y4Rc_1flag",4)

-- all done


And my mission.req
Hidden/Spoiler:
REQN
{
"lvl"
"DSHg_con"
"DSHc_con"
"DSHg_ctf"
"DSHc_ctf"
"DSHg_1flag"
"DSHc_1flag"
"ERBg_con"
"ERBc_con"
"HTRg_con"
"HTRc_con"
"HTRg_ctf"
"HTRc_ctf"
"HTRg_1flag"
"HTRc_1flag"
"KAIg_con"
"KAIc_con"
"KAIg_ctf"
"KAIc_ctf"
"KAIg_1flag"
"KAIc_1flag"
"TASg_con"
"TASc_con"
"TASg_ctf"
"TASc_ctf"
"TASg_1flag"
"TASc_1flag"
"Y4Rg_con"
"Y4Rc_con"
"Y4Rg_ctf"
"Y4Rc_ctf"
"Y4Rg_1flag"
"Y4Rc_1flag"
}
}


(Only provided the bits that i changed)

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