The worldbuilder, the enemy ai, and most of the missions were all made by cake/smartie. Ask him if you have questions about it.
saving a mission in the editor saves two lua script files to the spring directory. They will be named after the map name and end in _World_Builder or _Mission_Script
The World_Builder one goes into LuaRules/Gadgets in the worldbuilder.sd7 mod and the Mission_Script one goes into LuaRules/Gadgets in the missionpack mod. There's one more thing you need for a mission to work which is a def file that goes in LuaRules/Configs of the missionpack mod. It is used for buildqueues for the AI. You can copy a def file from one of the other missions.
If you're going to do any editing, then make a copy of the missionpack first and change the name in modinfo. That way it won't be desynced with the other players who have the normal missionpack.
Sweet, glad to see that World Builder got used for something I will definitely check out the mission builder.
Hmm, tried the AfterShock mission, and it crashes Spring, at least over here. I will investigate.
There are a lot of game-side bugs that do come up in the Infolog.
The sound errors mean that the sound needs to be remastered, preferably in good ol' Sound Recorder, to be 22 or 44khz, 16-bit mono. There are some Widget problems, which probably just need configs corrected.
Did some more testing. It crashes every time I view the carrier group. I moved the camera far away- the mission proceeded normally. Looks like there is a fundamental issue with the game here.
Infolog is attached. I will also ask the devs to take a look at the crash log.
I was using a Buildbot version. According to H&B, looks like a driver-related crash.
Was able to run the Missions after turning all the graphics options off (no reflect, shadows, LuaShaders, PBO, dunno which did it, I'll have to dig deeper). I have a bazillion questions about How It Works (the Mission Editor) if you're willing to talk about that, it looks really useful.
Anyhow, great game, I really enjoyed the mission I tried, it was probably the most fun I've had with somebody else's game here.
The basics of it is everything uses guard commands. You put in a timer unit and have it guard some guys and when the timer goes off those guys will spawn in. If you have some units with nothing guarding them then they spawn in at the start. A player 1 unit (the big blue 1) guarding some guys sets those units as Player 1's. If nothing is guarding that thing, then player 1's guys spawn in at the start. If a timer is guarding the Player1 unit (the blue 1), then when the timer goes off those units guarded by the player1 unit will spawn in as player1's units.
Battlegroups work the same way, but with the units in the battlegroup guarding the battlegroup object. Battlegroups are how you give the AI control of a group of guys. Battlegroups with nothing guarding them are spawned in at the start. If the battlegroup object is guarded by a timer or then statement, then it spawns in when that goes off.
If/Then triggers are a bit tricky. You can look at the missions to see how most of them are done. Basically, the if part guards the things you want to check and then the ThenUnit (that sounds way more confusing then it is). If you wanted something to happen when a certain unit died, say a mobile annihilator, you'd use the ifdead unit, have it guard the mobile annihilator, and then guard a ThenUnit. The ThenUnit would guard the things you want to go off just like a timer does. You can nest things inside each other, such as timers that are triggered to start counting down when the if/then trigger goes off. To do that the ThenUnit would guard the timer, which is guarding the blue Player1 unit from before.
All timers have to be marked with a number. You do that like you're marking a location on the map with the ~ key, then type in the number of seconds.
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