Mission Editor

Mission Editor

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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quantum
Posts: 590
Joined: 19 Sep 2006, 22:48

Mission Editor

Post by quantum »

Does not work with the latest versions of Spring!


Image
Image

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, 22:14, edited 15 times in total.
User avatar
Otherside
Posts: 2296
Joined: 21 Feb 2006, 14:09

Re: Mission Editor

Post by Otherside »

EPIC WIN

Pic related its my spacebats mission

Image
User avatar
MidKnight
Posts: 2652
Joined: 10 Sep 2008, 03:11

Re: Mission Editor

Post by MidKnight »

If Otherside can reserve a front page post, so can I!
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Licho
Zero-K Developer
Posts: 3803
Joined: 19 May 2006, 19:13

Re: Mission Editor

Post by Licho »

Make a mission with awesome fight for some promo video :)
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Mission Editor

Post by knorke »

Image
Super Mario
Posts: 823
Joined: 21 Oct 2008, 02:54

Re: Mission Editor

Post by Super Mario »

Why this topic hasn't been sticky yet? IT SHOULD BE STICKY.

Quick question, can we edit it, so it can support other mods?
User avatar
TheFatController
Balanced Annihilation Developer
Posts: 1177
Joined: 10 Dec 2006, 18:46

Re: Mission Editor

Post by TheFatController »

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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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Mission Editor

Post by Forboding Angel »

error.jpg
error.jpg (74.2 KiB) Viewed 12609 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.

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Andromeda
Posts: 60
Joined: 01 Oct 2008, 03:59

Re: Mission Editor

Post by Andromeda »

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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Licho
Zero-K Developer
Posts: 3803
Joined: 19 May 2006, 19:13

Re: Mission Editor

Post by Licho »

It probably means your mod is still referencing armors.txt from armordefs.lua?
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Licho
Zero-K Developer
Posts: 3803
Joined: 19 May 2006, 19:13

Re: Mission Editor

Post by Licho »

Added some quick web interface for those who dont have springdownloader
http://planet-wars.eu/MissionEditorServer/
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Mission Editor

Post by Forboding Angel »

It was originally a copy pasta of the ca armordefs.lua

Code: Select all

--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
--
--  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.
User avatar
Otherside
Posts: 2296
Joined: 21 Feb 2006, 14:09

Re: Mission Editor

Post by Otherside »

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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lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: Mission Editor

Post by lurker »

It's an exception inside a pcall escaping somehow?
User avatar
quantum
Posts: 590
Joined: 19 Sep 2006, 22:48

Re: Mission Editor

Post by quantum »

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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lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: Mission Editor

Post by lurker »

What does it use? The mod and springcontent? The mod and hardcoding?
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Mission Editor

Post by Argh »

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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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Mission Editor

Post by Forboding Angel »

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.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Mission Editor

Post by smoth »

because it is what the app supports.

ffs give him a break man. you guys are throwing poo at the dude.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Mission Editor

Post by Argh »

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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