Testpilot14 wrote:
Tankhunter wrote:
Just an FYI, this mod still works for quick battle. Would love to see this updated, particularly to add some of the new weapons to the armory and also for campaign compatibility.
I hope to work on it more when 1.0 comes out. It seems to be a challenge for me to update the mod though. I have read from fellow modders that the mod can only be aimed specifically towards either quick match or campaign. So I'd have to get a vote from others on what they think it should be aimed towards.
The situation may have improved lately for having a quickmatch targeted mod work fine for campaign too. Mostly I think the challenge with campaign mods was that it used to mean that you'd have to tinker with the scripts in order to get new resources loaded in there, and not many seem willing to go that deep.
At least that part can be dealt now with the usual way of just having similarly named xml files that override the specific vanilla stuff. There are files like invasion_all_throwables.xml, invasion_all_weapons.xml, invasion_all_vehicles.xml, etc, which can be used to define which resources to load for the campaign, exactly like all_weapons.xml et al for quickmatch. Actually, if you just want to use the same for both, you can include one in the other too, saves you from having duplicate files for maintenance.
Also faction configs can now use the .resources files to define which items are used by which factions and soldier groups, if one wants to continue to use the vanilla factions otherwise. I think this mod particularly comes with modified vanilla factions, and that's just fine too.
To enable an overlay mod to show up in the custom campaign list while using the vanilla campaign scripts, you'd add a file overlay_config.xml in your mod folder, and have it say:
Code:
<overlay campaign_entry_script="start_invasion.php">
</overlay>