Can do.
Addoninfo:
Code:
"AddonInfo"
{
addonSteamAppID 550
addontitle "ShiroiHusky - Winter2011"
addonversion "1"
addontagline "Fill this in later"
addonauthor "Adam Higgins"
addonSteamGroupName "cityplymgamers"
addonauthorSteamID "ShiroiHusky"
addonContent_Campaign 0
addonContent_Survival 0
addonContent_Scavenge 1
addonContent_Versus 0
addonURL0 "http://www.worldofleveldesign.com/forums/viewtopic.php?f=41&t=2000"
addonDescription "Work you stupid map!"
}
Missions:
Code:
// Mission files describe the metadata needed by campaign-specific add-ons so they can be
// integrated into Left4Dead. The data in this file is used by the game UI, matchmaking and server.
// Although you may provide multiple Campaigns in one add-on by putting more than one .TXT file
// in the missions folder, it's generally a good idea to stick to one per add-on.
//
// HOW TO DEBUG MISSION FILES:
// In the console set "developer 2"
// Then type "mission_reload"
// This will make the game reload all the mission files and print out every chapter for every mode it
// finds. It's very useful to ensure that your mission file is being correctly read.
"mission"
{
// Use a short name, since it is used as a tag on the servers for matching
// your campaign when looking for a dedicated server. Generally it should
// be something unique. One suggestion to is use your initials and a short
// abbreviated name for your campaign. Avoid spaces and special characters.
// Do not change the name when you create a revision, as the matchmaking
// system will consider it a different campaign. Instead, use "Version" and
// "DisplayTitle" below to indicate revisions.
"Name" "WoLDShiroi"
// The version number is used when finding campaigns on dedicated servers
// and in matchmaking. If you try to connect to someone in matchmaking
// who has a newer version, you will be directed to download the new
// version. You must increment this to the next integer (whole numbers)every
// time you release an update. (I.E. 1, 2, 3, 4, etc.)
"Version" "1"
// Author is displayed in the UI when people see others playing your
// campaign.
"Author" "Adam Higgins"
// Website is extremely important as people will automatically be sent
// to this URL if they try to join a friend running your campaign. This
// should be the home page for your campaign and it should provide a
// description, a link to download it, and installation instructions.
"Website" "http://www.worldofleveldesign.com/forums/viewtopic.php?f=41&t=2000"
// This name is used when referring to the campaign in the UI.
"DisplayTitle" "ShiroiHusky - WoLD Winter 2011 (v0.1a)"
"Description" "I'll fill this in later..."
// Vmt shown behind the end credits when your campaign completes.
// Note: This item needs to have "vgui\" at the front. It is assumed
// for the poster and the map thumbnails.
"OuttroImage" "vgui\OutroTitle_woldshiroi"
// Loading poster data
//
// Note that "posterTitle" and "posterTagline" are often blank as
// the poster usually includes these in the poster image itself.
// If you do not provide a poster, a generic default will be used.
"poster"
{
"posterImage" "LoadingScreen_woldshiroi"
//Note L4D2 does not position player names over the poster.
}
// The modes section lists each of your campaign maps and each mode
// they support. Depending on how you set up your campaign maps,
// you can reuse the same bsp for different modes as is the case with
// coop and versus in this example. This requires setting up entities
// that show up or operate differently for different modes.
//
// The following modes are supported: "coop", "versus", "survival"
//
// Number each map section starting with "1"
//
// "Map" is the name of the bsp of the starting map. (do not include
// an extension)
// "DisplayName" is the name to use for the chapter of the map.
// "Image" is the image used for the chapter in the lobby and
// settings.
"modes"
{
"scavenge"
{
"1"
{
"Map" "l4d_WoLD_Winter2011"
"DisplayName" "Winter2011"
"Image" "vgui/maps/l4d_woldshiroi"
}
}
}
}