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Adding the BFME2 Campaigns?


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#1 Lord of Nazgul95

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Posted 18 April 2007 - 10:12 PM

Anyone know how? I'm dying to play them again with some of the ROTWK only mods that would take years to transfer back to the original. :lol: (Arcade Edition) If anyone knows, please post.

#2 Guest_Guest_theczar_*_*

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Posted 20 April 2007 - 07:03 AM

this worked for me, if you already have your ini files extracted, go to

linearcampaign.ini

lets say you want to play the evil campaign

copy the code for the evil cmpaign for whichever campaign you want,
; This lists all the carryover heroes which can be carried from mission to mission.
; Anything which is ever carried from one mission to another needs to be in here, then
; some heroes are suppressed for individual missions
	CarryoverUnit = MordorMouthOfSauron
	CarryoverUnit = EvilMenBlackRider
	CarryoverUnit = EvilMenBlackRider
	CarryoverUnit = EvilMenBlackRider
	CarryoverUnit = WildShelob
	CarryoverUnit = Drogoth
	CarryoverUnit = WildGoblinKing

	
; A special movie which is played when the campaign starts, BEFORE the first map is loaded
; (all the other movies are played AFTER the loading screen)
	OverallCampaignIntroMovie = Evil_Campaign_Intro
  
; //////////////////////////////// MISSION 1 ////////////////////////////////
; ///////////////////////////// Darkness Rising /////////////////////////////
	Mission Lothlorien
		Map = "MAP EVIL Lorien"
		IntroMovie = Lorien_Intro
		LoadScreenImage = CampaignEvil_Lorien_LoadScreen
		LoadScreenMusicTrack = SX_BFME2_Ba1Goblin01
		MillisecondsAfterStartToStartFadeUp = 0
		
	; List CarryoverUnits which we don't want to appear at the beginning of the map automatically
	; These units don't spawn right away; save them until the scripts ask for them
	
		DelayCarryoverSpawningOf = MordorMouthOfSauron
		DelayCarryoverSpawningOf = EvilMenBlackRider
		DelayCarryoverSpawningOf = EvilMenBlackRider
		DelayCarryoverSpawningOf = EvilMenBlackRider
		
	; [Nothing yet]

	; These units don't appear in this map as all; we're using this to hide their existence until later missions
		DelayCarryoverSpawningOf = WildGoblinKing
		DelayCarryoverSpawningOf = WildShelob
		DelayCarryoverSpawningOf = Drogoth
	End

; //////////////////////////////// MISSION 2 /////////////////////////////////
; ////////////////////////// No Haven for the Elves //////////////////////////
	Mission GreyHavens; (a.k.a. Mithlond)
		Map = "MAP EVIL Grey Havens"
		IntroMovie = Evil_Grey_Havens_Intro
		LoadScreenImage = CampaignEvil_GreyHavens_LoadScreen
		LoadScreenMusicTrack = R_BbEvil105
		MillisecondsAfterStartToStartFadeUp = 1400
		
	; List CarryoverUnits which we don't want to appear at the beginning of the map automatically
	; These units don't spawn right away; save them until the scripts ask for them
	
		DelayCarryoverSpawningOf = WildGoblinKing

	; These units don't appear in this map as all; we're using this to hide their existence until later missions
		DelayCarryoverSpawningOf = MordorMouthOfSauron
		DelayCarryoverSpawningOf = EvilMenBlackRider
		DelayCarryoverSpawningOf = EvilMenBlackRider
		DelayCarryoverSpawningOf = EvilMenBlackRider
		DelayCarryoverSpawningOf = WildShelob
		DelayCarryoverSpawningOf = Drogoth
	End
	
	
; //////////////////////////////// MISSION 3 /////////////////////////////////
; ////////////////////////// Shire On Fire, Baby!!!! /////////////////////////
	Mission Shire
		Map = "MAP EVIL Shire"
		IntroMovie = The_Shire_Intro
		LoadScreenImage = CampaignEvil_Shire_LoadScreen
		LoadScreenMusicTrack = SX_BFME2_Ba1Goblin02
		MillisecondsAfterStartToStartFadeUp = 0
		
	; List CarryoverUnits which we don't want to appear at the beginning of the map automatically
	; These units don't spawn right away; save them until the scripts ask for them
	
		DelayCarryoverSpawningOf = WildGoblinKing

	; These units don't appear in this map as all; we're using this to hide their existence until later missions
		DelayCarryoverSpawningOf = MordorMouthOfSauron
		DelayCarryoverSpawningOf = EvilMenBlackRider
		DelayCarryoverSpawningOf = EvilMenBlackRider
		DelayCarryoverSpawningOf = EvilMenBlackRider
		DelayCarryoverSpawningOf = WildShelob
		DelayCarryoverSpawningOf = Drogoth
	End
	
; //////////////////////////////// MISSION 4 /////////////////////////////////
; //////////////////// I'll Huff, and I'll Puff, and I'll ////////////////////
; //////////////// BLOW Your Ancient Numenorian Fortress Down! ///////////////
	Mission Fornost
		Map = "MAP EVIL Fornost"
		IntroMovie = Fornost_Intro
		LoadScreenImage = CampaignEvil_Fornost_LoadScreen
		LoadScreenMusicTrack = SX_BFME2_Ba1Goblin01
		MillisecondsAfterStartToStartFadeUp = 800
		
	; List CarryoverUnits which we don't want to appear at the beginning of the map automatically
	; These units don't spawn right away; save them until the scripts ask for them

	; [Nothing yet] 
		
	; These units don't appear in this map as all; we're using this to hide their existence until later missions
		DelayCarryoverSpawningOf = MordorMouthOfSauron
		DelayCarryoverSpawningOf = EvilMenBlackRider
		DelayCarryoverSpawningOf = EvilMenBlackRider
		DelayCarryoverSpawningOf = EvilMenBlackRider
		DelayCarryoverSpawningOf = WildShelob
		DelayCarryoverSpawningOf = Drogoth
	End


; //////////////////////////////// MISSION 5 /////////////////////////////////
; ///////////// Elves and Orcs, Fighting in Trees, K-I-L-L-I-N-G /////////////
	Mission Mirkwood
		Map = "MAP EVIL Mirkwood"
		IntroMovie = Old_Forest_Road_Intro
		LoadScreenImage = CampaignEvil_Mirkwood_LoadScreen
		LoadScreenMusicTrack = SX_BFME2_Ex1Goblin02
		MillisecondsAfterStartToStartFadeUp = 800
		
	; List CarryoverUnits which we don't want to appear at the beginning of the map automatically
	; These units don't spawn right away; save them until the scripts ask for them

		DelayCarryoverSpawningOf = EvilMenBlackRider
		DelayCarryoverSpawningOf = EvilMenBlackRider
		DelayCarryoverSpawningOf = EvilMenBlackRider 
		
	; These units don't appear in this map as all; we're using this to hide their existence until later missions
		DelayCarryoverSpawningOf = WildGoblinKing
		DelayCarryoverSpawningOf = Drogoth
	End
	
; //////////////////////////////// MISSION 6 /////////////////////////////////
; ///////////////////// Used Mountain For Sale -- Cheap! /////////////////////
	Mission WitheredHeath
		Map = "MAP EVIL Withered Heath"
		IntroMovie = Withered_Heath_Intro
		LoadScreenImage = CampaignEvil_WitheredHeath_LoadScreen
		LoadScreenMusicTrack = R_BbEvil108
		MillisecondsAfterStartToStartFadeUp = 1400
		
	; List CarryoverUnits which we don't want to appear at the beginning of the map automatically
	; These units don't spawn right away; save them until the scripts ask for them
		
		DelayCarryoverSpawningOf = MordorMouthOfSauron
		DelayCarryoverSpawningOf = EvilMenBlackRider
		DelayCarryoverSpawningOf = EvilMenBlackRider
		DelayCarryoverSpawningOf = EvilMenBlackRider

	; [Nothing yet] 
		
	; These units don't appear in this map as all; we're using this to hide their existence until later missions
		DelayCarryoverSpawningOf = WildGoblinKing
		DelayCarryoverSpawningOf = WildShelob
		DelayCarryoverSpawningOf = Drogoth
	End
	

; //////////////////////////////// MISSION 7 /////////////////////////////////
; ////////////// 3 Views of Mt. Erebor (Orcs can't count to 24!) /////////////
	Mission Erebor
		Map = "MAP EVIL Erebor"
		IntroMovie = Evil_Erebor_Intro
		LoadScreenImage = CampaignEvil_Erebor_LoadScreen
		LoadScreenMusicTrack = SX-EvilExplore1
		MillisecondsAfterStartToStartFadeUp = 2000
		
	; List CarryoverUnits which we don't want to appear at the beginning of the map automatically
	; These units don't spawn right away; save them until the scripts ask for them

		DelayCarryoverSpawningOf = EvilMenBlackRider
 		DelayCarryoverSpawningOf = MordorMouthOfSauron
 		DelayCarryoverSpawningOf = WildShelob
		
	; These units don't appear in this map as all; we're using this to hide their existence until later missions
		DelayCarryoverSpawningOf = WildGoblinKing
		DelayCarryoverSpawningOf = Drogoth ;; CHANGE REQUESTED BY LICENCE HOLDERS: NO DRAGONS AT LONELY MOUNTAIN (too much like that Tolkien book we can't mention and don't have rights to) 
	End

; //////////////////////////////// MISSION 8 /////////////////////////////////
; ////////////////////////// Last Stand of the Elves /////////////////////////
	Mission Rivendell
		Map = "MAP EVIL Rivendell"
		IntroMovie = Evil_Rivendell_Intro
		LoadScreenImage = CampaignEvil_Rivendell_LoadScreen
		LoadScreenMusicTrack = SX-EvilExplore5
		MillisecondsAfterStartToStartFadeUp = 0
		
	; List CarryoverUnits which we don't want to appear at the beginning of the map automatically
	; These units don't spawn right away; save them until the scripts ask for them

		DelayCarryoverSpawningOf = EvilMenBlackRider
		DelayCarryoverSpawningOf = EvilMenBlackRider
		DelayCarryoverSpawningOf = EvilMenBlackRider
		DelayCarryoverSpawningOf = MordorMouthOfSauron
		DelayCarryoverSpawningOf = WildShelob
		DelayCarryoverSpawningOf = Drogoth
		DelayCarryoverSpawningOf = WildGoblinKing
		
	; These units don't appear in this map as all; we're using this to hide their existence until later missions
	; [Nothing]
	End
End

and then go to
linearcampaignexpansion1.ini

and paste it under this and over the angmar campaign, ofcourse you should make a back up copy of that file

;
;	This is based off the Previous LinearCampaign.ini file for BMFE2.  As the expansion we now load
; up this file instead which only needs to hold our Angmar campaign
;
; LinearCampaignExpansion1 INI file Layout
; This is the master control file for Generals / Zero-Hour / B4ME2(?)-style campaigns.
; That is, campaigns which are simply a linear sequence of RTS maps, with nothing but a
; little UI / movie in between them. (As opposed to B4ME1-style, which involved transitions
; to the World Map after each mission -- B4ME1 did not use this file at all.) 

; Note that campaign names are basically hard-coded into the game engine. It would
; be nice to pull them from the flash file or something but... we don't. They must be
; named ANGMAR_CAMPAIGN


LinearCampaign ANGMAR_CAMPAIGN
	CampaignDisplayNameLabel = CAMPAIGN:ANGMAR  ; For save file descriptions


the campzaign names must be called ANGMAR, so below this add the evil cmpaign code,

and now the whole file should look like this


;
;	This is based off the Previous LinearCampaign.ini file for BMFE2.  As the expansion we now load
; up this file instead which only needs to hold our Angmar campaign
;
; LinearCampaignExpansion1 INI file Layout
; This is the master control file for Generals / Zero-Hour / B4ME2(?)-style campaigns.
; That is, campaigns which are simply a linear sequence of RTS maps, with nothing but a
; little UI / movie in between them. (As opposed to B4ME1-style, which involved transitions
; to the World Map after each mission -- B4ME1 did not use this file at all.) 

; Note that campaign names are basically hard-coded into the game engine. It would
; be nice to pull them from the flash file or something but... we don't. They must be
; named ANGMAR_CAMPAIGN


LinearCampaign ANGMAR_CAMPAIGN
	CampaignDisplayNameLabel = CAMPAIGN:ANGMAR  ; For save file descriptions
  
; This lists all the carryover heroes which can be carried from mission to mission.
; Anything which is ever carried from one mission to another needs to be in here, then
; some heroes are suppressed for individual missions
	CarryoverUnit = MordorMouthOfSauron
	CarryoverUnit = EvilMenBlackRider
	CarryoverUnit = EvilMenBlackRider
	CarryoverUnit = EvilMenBlackRider
	CarryoverUnit = WildShelob
	CarryoverUnit = Drogoth
	CarryoverUnit = WildGoblinKing

	
; A special movie which is played when the campaign starts, BEFORE the first map is loaded
; (all the other movies are played AFTER the loading screen)
	OverallCampaignIntroMovie = Evil_Campaign_Intro
  
; //////////////////////////////// MISSION 1 ////////////////////////////////
; ///////////////////////////// Darkness Rising /////////////////////////////
	Mission Lothlorien
		Map = "MAP EVIL Lorien"
		IntroMovie = Lorien_Intro
		LoadScreenImage = CampaignEvil_Lorien_LoadScreen
		LoadScreenMusicTrack = SX_BFME2_Ba1Goblin01
		MillisecondsAfterStartToStartFadeUp = 0
		
	; List CarryoverUnits which we don't want to appear at the beginning of the map automatically
	; These units don't spawn right away; save them until the scripts ask for them
	
		DelayCarryoverSpawningOf = MordorMouthOfSauron
		DelayCarryoverSpawningOf = EvilMenBlackRider
		DelayCarryoverSpawningOf = EvilMenBlackRider
		DelayCarryoverSpawningOf = EvilMenBlackRider
		
	; [Nothing yet]

	; These units don't appear in this map as all; we're using this to hide their existence until later missions
		DelayCarryoverSpawningOf = WildGoblinKing
		DelayCarryoverSpawningOf = WildShelob
		DelayCarryoverSpawningOf = Drogoth
	End

; //////////////////////////////// MISSION 2 /////////////////////////////////
; ////////////////////////// No Haven for the Elves //////////////////////////
	Mission GreyHavens; (a.k.a. Mithlond)
		Map = "MAP EVIL Grey Havens"
		IntroMovie = Evil_Grey_Havens_Intro
		LoadScreenImage = CampaignEvil_GreyHavens_LoadScreen
		LoadScreenMusicTrack = R_BbEvil105
		MillisecondsAfterStartToStartFadeUp = 1400
		
	; List CarryoverUnits which we don't want to appear at the beginning of the map automatically
	; These units don't spawn right away; save them until the scripts ask for them
	
		DelayCarryoverSpawningOf = WildGoblinKing

	; These units don't appear in this map as all; we're using this to hide their existence until later missions
		DelayCarryoverSpawningOf = MordorMouthOfSauron
		DelayCarryoverSpawningOf = EvilMenBlackRider
		DelayCarryoverSpawningOf = EvilMenBlackRider
		DelayCarryoverSpawningOf = EvilMenBlackRider
		DelayCarryoverSpawningOf = WildShelob
		DelayCarryoverSpawningOf = Drogoth
	End
	
	
; //////////////////////////////// MISSION 3 /////////////////////////////////
; ////////////////////////// Shire On Fire, Baby!!!! /////////////////////////
	Mission Shire
		Map = "MAP EVIL Shire"
		IntroMovie = The_Shire_Intro
		LoadScreenImage = CampaignEvil_Shire_LoadScreen
		LoadScreenMusicTrack = SX_BFME2_Ba1Goblin02
		MillisecondsAfterStartToStartFadeUp = 0
		
	; List CarryoverUnits which we don't want to appear at the beginning of the map automatically
	; These units don't spawn right away; save them until the scripts ask for them
	
		DelayCarryoverSpawningOf = WildGoblinKing

	; These units don't appear in this map as all; we're using this to hide their existence until later missions
		DelayCarryoverSpawningOf = MordorMouthOfSauron
		DelayCarryoverSpawningOf = EvilMenBlackRider
		DelayCarryoverSpawningOf = EvilMenBlackRider
		DelayCarryoverSpawningOf = EvilMenBlackRider
		DelayCarryoverSpawningOf = WildShelob
		DelayCarryoverSpawningOf = Drogoth
	End
	
; //////////////////////////////// MISSION 4 /////////////////////////////////
; //////////////////// I'll Huff, and I'll Puff, and I'll ////////////////////
; //////////////// BLOW Your Ancient Numenorian Fortress Down! ///////////////
	Mission Fornost
		Map = "MAP EVIL Fornost"
		IntroMovie = Fornost_Intro
		LoadScreenImage = CampaignEvil_Fornost_LoadScreen
		LoadScreenMusicTrack = SX_BFME2_Ba1Goblin01
		MillisecondsAfterStartToStartFadeUp = 800
		
	; List CarryoverUnits which we don't want to appear at the beginning of the map automatically
	; These units don't spawn right away; save them until the scripts ask for them

	; [Nothing yet] 
		
	; These units don't appear in this map as all; we're using this to hide their existence until later missions
		DelayCarryoverSpawningOf = MordorMouthOfSauron
		DelayCarryoverSpawningOf = EvilMenBlackRider
		DelayCarryoverSpawningOf = EvilMenBlackRider
		DelayCarryoverSpawningOf = EvilMenBlackRider
		DelayCarryoverSpawningOf = WildShelob
		DelayCarryoverSpawningOf = Drogoth
	End


; //////////////////////////////// MISSION 5 /////////////////////////////////
; ///////////// Elves and Orcs, Fighting in Trees, K-I-L-L-I-N-G /////////////
	Mission Mirkwood
		Map = "MAP EVIL Mirkwood"
		IntroMovie = Old_Forest_Road_Intro
		LoadScreenImage = CampaignEvil_Mirkwood_LoadScreen
		LoadScreenMusicTrack = SX_BFME2_Ex1Goblin02
		MillisecondsAfterStartToStartFadeUp = 800
		
	; List CarryoverUnits which we don't want to appear at the beginning of the map automatically
	; These units don't spawn right away; save them until the scripts ask for them

		DelayCarryoverSpawningOf = EvilMenBlackRider
		DelayCarryoverSpawningOf = EvilMenBlackRider
		DelayCarryoverSpawningOf = EvilMenBlackRider 
		
	; These units don't appear in this map as all; we're using this to hide their existence until later missions
		DelayCarryoverSpawningOf = WildGoblinKing
		DelayCarryoverSpawningOf = Drogoth
	End
	
; //////////////////////////////// MISSION 6 /////////////////////////////////
; ///////////////////// Used Mountain For Sale -- Cheap! /////////////////////
	Mission WitheredHeath
		Map = "MAP EVIL Withered Heath"
		IntroMovie = Withered_Heath_Intro
		LoadScreenImage = CampaignEvil_WitheredHeath_LoadScreen
		LoadScreenMusicTrack = R_BbEvil108
		MillisecondsAfterStartToStartFadeUp = 1400
		
	; List CarryoverUnits which we don't want to appear at the beginning of the map automatically
	; These units don't spawn right away; save them until the scripts ask for them
		
		DelayCarryoverSpawningOf = MordorMouthOfSauron
		DelayCarryoverSpawningOf = EvilMenBlackRider
		DelayCarryoverSpawningOf = EvilMenBlackRider
		DelayCarryoverSpawningOf = EvilMenBlackRider

	; [Nothing yet] 
		
	; These units don't appear in this map as all; we're using this to hide their existence until later missions
		DelayCarryoverSpawningOf = WildGoblinKing
		DelayCarryoverSpawningOf = WildShelob
		DelayCarryoverSpawningOf = Drogoth
	End
	

; //////////////////////////////// MISSION 7 /////////////////////////////////
; ////////////// 3 Views of Mt. Erebor (Orcs can't count to 24!) /////////////
	Mission Erebor
		Map = "MAP EVIL Erebor"
		IntroMovie = Evil_Erebor_Intro
		LoadScreenImage = CampaignEvil_Erebor_LoadScreen
		LoadScreenMusicTrack = SX-EvilExplore1
		MillisecondsAfterStartToStartFadeUp = 2000
		
	; List CarryoverUnits which we don't want to appear at the beginning of the map automatically
	; These units don't spawn right away; save them until the scripts ask for them

		DelayCarryoverSpawningOf = EvilMenBlackRider
 		DelayCarryoverSpawningOf = MordorMouthOfSauron
 		DelayCarryoverSpawningOf = WildShelob
		
	; These units don't appear in this map as all; we're using this to hide their existence until later missions
		DelayCarryoverSpawningOf = WildGoblinKing
		DelayCarryoverSpawningOf = Drogoth ;; CHANGE REQUESTED BY LICENCE HOLDERS: NO DRAGONS AT LONELY MOUNTAIN (too much like that Tolkien book we can't mention and don't have rights to) 
	End

; //////////////////////////////// MISSION 8 /////////////////////////////////
; ////////////////////////// Last Stand of the Elves /////////////////////////
	Mission Rivendell
		Map = "MAP EVIL Rivendell"
		IntroMovie = Evil_Rivendell_Intro
		LoadScreenImage = CampaignEvil_Rivendell_LoadScreen
		LoadScreenMusicTrack = SX-EvilExplore5
		MillisecondsAfterStartToStartFadeUp = 0
		
	; List CarryoverUnits which we don't want to appear at the beginning of the map automatically
	; These units don't spawn right away; save them until the scripts ask for them

		DelayCarryoverSpawningOf = EvilMenBlackRider
		DelayCarryoverSpawningOf = EvilMenBlackRider
		DelayCarryoverSpawningOf = EvilMenBlackRider
		DelayCarryoverSpawningOf = MordorMouthOfSauron
		DelayCarryoverSpawningOf = WildShelob
		DelayCarryoverSpawningOf = Drogoth
		DelayCarryoverSpawningOf = WildGoblinKing
		
	; These units don't appear in this map as all; we're using this to hide their existence until later missions
	; [Nothing]
	End
End

LinearCampaign ANGMAR_BONUS_CAMPAIGN
	CampaignDisplayNameLabel = CAMPAIGN:ANGMAR_BONUS  ; For save file descriptions
  
; This lists all the carryover heroes which can be carried from mission to mission.
; Anything which is ever carried from one mission to another needs to be in here, then
; some heroes are suppressed for individual missions
	CarryoverUnit = AngmarHwaldar
	CarryoverUnit = AngmarKarsh
	CarryoverUnit = AngmarMorgramir
	CarryoverUnit = AngmarRogash
	CarryoverUnit = AngmarWitchking
	
	
	
; A special movie which is played when the campaign starts, BEFORE the first map is loaded
; (all the other movies are played AFTER the loading screen)
;OverallCampaignIntroMovie = 
  
; //////////////////////////////// MISSION 10 ////////////////////////////////
; ////////////////////////// What's the matter?  Don't you like trolls? //////////////////////////
	Mission Destruction
		Map = "MAP ANG Bonus"
		IntroMovie = Angmar_Campaign_BonusOpen
		LoadScreenImage = CampaignAngmar_Angmar_Loadscreen
		LoadScreenMusicTrack = SX_BFME2_Ex1Good01
		MillisecondsAfterStartToStartFadeUp = 1400
		
	; List CarryoverUnits which we don't want to appear at the beginning of the map automatically
	; These units don't spawn right away; save them until the scripts ask for them
		
		DelayCarryoverSpawningOf = AngmarRogash


	; These unit don't appear in this map as all; we're using this to hide their existence until later missions
		DelayCarryoverSpawningOf = AngmarHwaldar
		DelayCarryoverSpawningOf = AngmarKarsh
		DelayCarryoverSpawningOf = AngmarMorgramir
		DelayCarryoverSpawningOf = AngmarRogash
		DelayCarryoverSpawningOf = AngmarWitchking
	End
End

you'll hve to go back and do the same thing for the good campaign if you want to play it, paste it over the evil campaign

this should do it

peace

#3 theczar

theczar
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Posted 20 April 2007 - 07:05 AM

'.

#4 watsupcuz

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Posted 20 April 2007 - 08:53 AM

^^^What does that mean?
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