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 Post subject: Mission Editor
PostPosted: 23 Mar 2009, 00:31 
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Joined: 19 Sep 2006, 21:48
Does not work with the latest versions of Spring!


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The mission editor enables you to quickly create and share missions. No coding required!

Missions can be uploaded to a server from inside the program. Users will see them in the "Missions" tab in SpringDownloader. or in the linux mission launcher. Mission files are actually mutators and can be otherwise uploaded to jobjol or added to the SpringLobby/SpringDownloader torrent system.

Download

Read the F.A.Q.

Mods Known to Work

  • Complete Annihilation
  • Spring 1944
  • Gundam
  • Balanced Annihilation
  • P.U.R.E (see page 8)

Requirements



Single Player

There are two alternatives:

  • Upload the mission with the Publish button in the Mission menu. Users will be able play with with Missions module in SpringDownloader, or with the mission launcher for linux.
  • Press the Create Mutator button in the Mission menu. It will save two files: a .sdz, and a .txt. Move the .sdz to the mods folder, then drag the .txt over Spring.exe.

Co-operative Play

Just host the mission as a normal mod. Just make sure that bots and players have the right player numbers. It's a bit inconvenient, we'll try to find a better solution.


Last edited by quantum on 27 May 2009, 21:14, edited 15 times in total.

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 Post subject: Re: Mission Editor
PostPosted: 23 Mar 2009, 00:34 
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Joined: 21 Feb 2006, 14:09
Location: qq harder
EPIC WIN

Pic related its my spacebats mission

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 Post subject: Re: Mission Editor
PostPosted: 23 Mar 2009, 02:36 
Zero-K Developer
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Joined: 10 Sep 2008, 02:11
Location: In search for TheTruth (TM)
If Otherside can reserve a front page post, so can I!


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 Post subject: Re: Mission Editor
PostPosted: 23 Mar 2009, 06:20 
Server Owner & Developer
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Joined: 19 May 2006, 18:13
Location: Brno, Czech rep., EU, Terra, Sol, Orion arm, Milky way, Virgo supercluster
Make a mission with awesome fight for some promo video :)


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 Post subject: Re: Mission Editor
PostPosted: 23 Mar 2009, 13:49 
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Joined: 22 Feb 2006, 01:02
Location: cheap kitchen
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 Post subject: Re: Mission Editor
PostPosted: 23 Mar 2009, 16:10 

Joined: 21 Oct 2008, 01:54
Why this topic hasn't been sticky yet? IT SHOULD BE STICKY.

Quick question, can we edit it, so it can support other mods?


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 Post subject: Re: Mission Editor
PostPosted: 23 Mar 2009, 16:24 
Balanced Annihilation Maintainer
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Joined: 10 Dec 2006, 18:46
CA is probably more suited to commando style missions that i'd be interested in making, this will be fun to play with.

I'm also hoping it's not been deliberatley coded to break with BA but that might be expecting too much.


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 Post subject: Re: Mission Editor
PostPosted: 23 Mar 2009, 16:48 
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43
Location: Raegquitting Spring on 04/24/12
Attachment:
error.jpg
error.jpg [ 74.2 KiB | Viewed 5902 times ]


Interesting that a mission builder would care so much about armor defs...

Also interesting is the fact that ca doesn't use armor.txt, and neither do I. I tried adding a blank armor.txt but got no love.

Also, it MUST be using a spring installed in program files, and the mission builder MUST be in the root directory of spring.

Vista Ultimate


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 Post subject: Re: Mission Editor
PostPosted: 23 Mar 2009, 16:50 

Joined: 01 Oct 2008, 02:59
Location: Kadesh
Forboding Angel wrote:
and the mission builder MUST be in the root directory of spring.



I have the editor installed in C/Cavedog and it works just fine.

EDIT: ioh, i missed the Vista part. maybe that's it.


Last edited by Andromeda on 23 Mar 2009, 16:51, edited 1 time in total.

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 Post subject: Re: Mission Editor
PostPosted: 23 Mar 2009, 16:51 
Server Owner & Developer
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Joined: 19 May 2006, 18:13
Location: Brno, Czech rep., EU, Terra, Sol, Orion arm, Milky way, Virgo supercluster
It probably means your mod is still referencing armors.txt from armordefs.lua?


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 Post subject: Re: Mission Editor
PostPosted: 23 Mar 2009, 16:52 
Server Owner & Developer
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Joined: 19 May 2006, 18:13
Location: Brno, Czech rep., EU, Terra, Sol, Orion arm, Milky way, Virgo supercluster
Added some quick web interface for those who dont have springdownloader
http://planet-wars.eu/MissionEditorServer/


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 Post subject: Re: Mission Editor
PostPosted: 23 Mar 2009, 16:57 
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43
Location: Raegquitting Spring on 04/24/12
It was originally a copy pasta of the ca armordefs.lua

Code:
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
--
--  file:    armorDefs.lua
--  brief:   armor definitions
--
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------

local armorDefs = {

  WALL = {
    "barricade",
  },


  -- populated automatically
  PLANES = {},
  ELSE   = {},
}

--------------------------------------------------------------------------------
--------------------------------------------------------------------------------


local function tobool(val)
  local t = type(val)
  if (t == 'nil') then
    return false
  elseif (t == 'boolean') then
    return val
  elseif (t == 'number') then
    return (val ~= 0)
  elseif (t == 'string') then
    return ((val ~= '0') and (val ~= 'false'))
  end
  return false
end

 -- add anything that can fly to the PLANES category
for name, ud in pairs(DEFS.unitDefs) do
  if (tobool(ud.canfly)) then
    table.insert(armorDefs.PLANES, name)
  end
end

 -- put any unit that doesn't go in any other category in ELSE
for name, ud in pairs(DEFS.unitDefs) do
  local found
  for categoryName, categoryTable in pairs(armorDefs) do
    for _, usedName in pairs(categoryTable) do
      if (usedName == name) then
        found = true
      end
    end
  end
  if (not found) then
    table.insert(armorDefs.ELSE, name)
  end
end
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------

-- convert to named maps  (does anyone know what 99 is for?  :)

for categoryName, categoryTable in pairs(armorDefs) do
  local t = {}
  for _, unitName in pairs(categoryTable) do
    t[unitName] = 99
  end
  armorDefs[categoryName] = t
end


--------------------------------------------------------------------------------
--------------------------------------------------------------------------------

local system = VFS.Include('gamedata/system.lua')

return system.lowerkeys(armorDefs)

--------------------------------------------------------------------------------
--------------------------------------------------------------------------------


Oh and I forgot to mention, it ONLY works with sdz's. Not a damning offense, but it is nice to know.


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 Post subject: Re: Mission Editor
PostPosted: 23 Mar 2009, 17:04 
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Joined: 21 Feb 2006, 14:09
Location: qq harder
i got my mission builder on my desktop

the publish feature is great :P

get home from work refresh mission list and click play in under 10 secs im playing a mission made by someone else using editor :]

When more features get added it will be even more awesome

and its very nice and easy to use.

Im gonna be using the editor to stage AI battles for videos (one of its advantages)

it can even be used for unit vs unit balance (give pre microd orders and spectate for results)

Feature requests (tho uve already heard them in CA channel)

- Building/Unit Rotation
- Sound support/ possibly video
- Zoomable map (for better unit placement on big maps) if not 3D XD
- Some more triggers/events
- Ability to give build orders to buildings (on repeat if its easier)
- Also build orders to unit's


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 Post subject: Re: Mission Editor
PostPosted: 23 Mar 2009, 17:22 
Redacted
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Joined: 08 Jan 2007, 06:13
Location: Don't be silly. If there's no machine heaven, where do all the toasters go?
It's an exception inside a pcall escaping somehow?


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 Post subject: Re: Mission Editor
PostPosted: 23 Mar 2009, 20:13 
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Joined: 19 Sep 2006, 21:48
The mod reader it uses is very limited, at this time. Mods must be sdz, dependencies are ignored, and buildpics must be in bmp, jpg or png.

Forboding Angel wrote:
Also, it MUST be using a spring installed in program files, and the mission builder MUST be in the root directory of spring

It's not supposed to have those limitations. Maybe some rights problem? What mod are you trying to use, by the way?

Super Mario wrote:
Quick question, can we edit it, so it can support other mods?

Yeah sure, the source is in the CA svn.


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 Post subject: Re: Mission Editor
PostPosted: 23 Mar 2009, 20:20 
Redacted
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Joined: 08 Jan 2007, 06:13
Location: Don't be silly. If there's no machine heaven, where do all the toasters go?
What does it use? The mod and springcontent? The mod and hardcoding?


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 Post subject: Re: Mission Editor
PostPosted: 23 Mar 2009, 21:10 
P.U.R.E. Developer
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Joined: 21 Feb 2005, 03:38
Location: Herding cats uphill whilst wearing roller skates.
So, to use this, I'd have to dump everything in P.U.R.E. into one huge SDZ? I've been working on a solution like this in World Builder... this certainly looks like it has more features and I like the UI, but I'm worried that whatever I build won't be compatible with the "best practices" way that I'm building the game (i.e., code in one archive, content in another).


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 Post subject: Re: Mission Editor
PostPosted: 23 Mar 2009, 21:10 
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43
Location: Raegquitting Spring on 04/24/12
Mod I'm using is this:
http://evolutionrts.info/evolutionpatches/

(I merged the mutator update into the base as an sdz)

Buildpics must be bmp, jpg or png? Why? Easier for the program to read without doing a lot of extra work?

I'm not sure what the issue is, UAC is off. I just chalked it up to it being a 64bit os.


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 Post subject: Re: Mission Editor
PostPosted: 23 Mar 2009, 22:07 
Content Developer
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Joined: 13 Jan 2005, 00:46
Location: ModalitÃ
because it is what the app supports.

ffs give him a break man. you guys are throwing poo at the dude.


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 Post subject: Re: Mission Editor
PostPosted: 23 Mar 2009, 22:26 
P.U.R.E. Developer
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Joined: 21 Feb 2005, 03:38
Location: Herding cats uphill whilst wearing roller skates.
Chill, man. We're just requesting some features that would make life a little easier, is all.

I don't mind switching formats on buildpics, but merging the entire game and then hoping it all works after spending however long it takes to make some missions to test... not so great.


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