Mission Editor - Page 8

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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CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: Mission Editor

Post by CarRepairer »

Request: In the Create Map Marker action, let me choose a player that places the map mark, instead of all players placing it.
Hacked
Posts: 116
Joined: 15 Aug 2008, 18:06

Re: Mission Editor

Post by Hacked »

i get this error when i click new or load

Code: Select all

MissingMethodException
Method not found: 'System.Windows.Threading.DispatcherOperation System.Windows.Threading.Dispatcher.BeginInvoke(System.Delegate, System.Object[])'.
   at Utils.invokeInControlThread(Control control, FastFunc`2 action)
   at IO.clo@94_2.Invoke(Unit _arg2)
   at Utils.clo@27.Invoke()
   at System.Threading.ThreadHelper.ThreadStart_Context(Object state)
   at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
   at System.Threading.ThreadHelper.ThreadStart()
anyone know whats wrong?

EDIT:
sorry, fixed. just needed to reinstall .net 3.5 (not the package included with mission editor, whatever that one is)
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quantum
Posts: 590
Joined: 19 Sep 2006, 22:48

Re: Mission Editor

Post by quantum »

The included setup is the .Net 3.5 framework, minus the stuff you usually only find in servers. Looks like I strayed off client territory. I'll remove that file, in the next version.
Hacked
Posts: 116
Joined: 15 Aug 2008, 18:06

Re: Mission Editor

Post by Hacked »

Code: Select all

FailureException
sd7 archives are not supported.
   at ModArchive.getFileMap(String modPath)
   at ModBrowser.ModBrowser..ctor(String archiveName)
   at IO.loadGame(FastFunc`2 blockingInvoker, FastFunc`2 setStatusText, UnitSync unitSync, String gameName)
   at IO.clo@110_2.Invoke(Unit _arg3)
   at Utils.clo@27.Invoke()
   at System.Threading.ThreadHelper.ThreadStart_Context(Object state)
   at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
   at System.Threading.ThreadHelper.ThreadStart()
(altored_divide, ba 6.91)

i feel stupid, how do i start a project?
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Licho
Zero-K Developer
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Joined: 19 May 2006, 19:13

Re: Mission Editor

Post by Licho »

By reading the first post first :) BA is not supported atm.
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quantum
Posts: 590
Joined: 19 Sep 2006, 22:48

Re: Mission Editor

Post by quantum »

I should probably filter mods known to break.

Updated the first post with the list of supported mods.

When Evolution RTS or P.U.R.E. get their Lua fixed for missions, let me know and I'll add them to the list.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Mission Editor

Post by Argh »

I have fixed your Lua so that my Missions work, and fixed my Lua so that Missions work. I'm using a custom template at this point, basically, but your stuff works great at this point.

Does that count? ;)
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TheFatController
Balanced Annihilation Developer
Posts: 1177
Joined: 10 Dec 2006, 18:46

Re: Mission Editor

Post by TheFatController »

I should be able to get BA working on it, but I'd like even a hint of support first cause all I know so far is "if it ends up used mainly by BA the project is dead".
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Mission Editor

Post by Beherith »

Then wait till they iron out the kinks :)
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CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: Mission Editor

Post by CarRepairer »

It was deliberately coded to break with BA, remember?
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quantum
Posts: 590
Joined: 19 Sep 2006, 22:48

Re: Mission Editor

Post by quantum »

New version: http://files.caspring.org/missioneditor ... itor24.zip
The source can be, as usual, found here: http://trac.caspring.org/browser/trunk/ ... ionEditor2

It doesn't use unitsync.dll anymore. This means that it should now work on 64 bit operating systems.
It also supports many more image formats. It can load XTA now and generate missions for it, but the XTA Lua expects a commander to be present.
Argh wrote:I have fixed your Lua so that my Missions work, and fixed my Lua so that Missions work. I'm using a custom template at this point, basically, but your stuff works great at this point.

Does that count? :wink:
It counts :-) When your fixes are ready to be made public, I can add PURE to the list.
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quantum
Posts: 590
Joined: 19 Sep 2006, 22:48

Re: Mission Editor

Post by quantum »

Here is the mission editor tutorial from the springzine, in case anyone interested missed it:

http://springzine.springlobby.info/Missionmakeguide/
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Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: Mission Editor

Post by Jazcash »

Thanks for removing the Unitsync need, I can use it now. Good job.
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Iz3
Posts: 37
Joined: 12 Jan 2007, 01:32

Re: Mission Editor

Post by Iz3 »

<3 the "Edit Groups" screens :)

Image

I dunno if Thor is online, but it would be good to ask him some suggessions , cause he did a great job about his mod and he made a lot of pretty good missions with the old lua-startscripts. Btw, Quatum is the man. :mrgreen:
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Mission Editor

Post by Argh »

When your fixes are ready to be made public, I can add PURE to the list.
Whoops, sorry, hadn't read this. My changes are attached. Please keep in mind that this probably makes my changeset incompatible with others' mission coding efforts.

I took out the "delete everything that's Gaia when the Mission ends", for example, because that wipes out World Builder stuff.

Oh, and btw... is there anything regarding Capture in the latest version? I'd really like that, it would make making the training missions that much easier. Just askin', I know that's very specific to P.U.R.E., but you never know, maybe someone will build a C&C clone as a P.U.R.E. mod someday.
Attachments
mission_runner.lua
(25.92 KiB) Downloaded 124 times
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Mission Editor

Post by Argh »

Here's a quick example of using a Custom Command to set up Factories. Just create the Factories, set up a Patrol path and turn Repeat on, put this into mission_runner.lua in the appropriate place, and voila. Or don't use Repeat, and you can do a very specific build order.

I must say, though, this is near the top of my list of things I wish that the Mission Editor could do in a more... intuitive way.

Code: Select all

 if action.name == "FactoryOrders" then
	local foundMatch = 0

	local guncraftID
	local interceptorID
	local heavy_shellID
	local sniper_shellID
	local artillery_shellID

	for myID,_ in pairs (UnitDefs) do
		if UnitDefs[myID].name == "guncraft" then
			guncraftID = myID
		end
		if UnitDefs[myID].name == "interceptor" then
			interceptorID = myID
		end
		if UnitDefs[myID].name == "heavy_shell" then
			heavy_shellID = myID
		end
		if UnitDefs[myID].name == "soldier_shell" then
			soldier_shellID = myID
		end
		if UnitDefs[myID].name == "sniper_shell" then
			sniper_shellID = myID
		end
	end	
            	for i,unitID in ipairs(Spring.GetAllUnits()) do
		
		local ud = Spring.GetUnitDefID(unitID)
		if UnitDefs[ud].name == "landfactory" then
			foundMatch = 1
			Spring.GiveOrderToUnit(unitID, -heavy_shellID, {}, 0)
			Spring.GiveOrderToUnit(unitID, -soldier_shellID, {}, 0)
			Spring.GiveOrderToUnit(unitID, -sniper_shellID, {}, 0)
		end
		if UnitDefs[ud].name == "airfactory" then
			foundMatch = 1
			Spring.GiveOrderToUnit(unitID, -guncraftID, {}, 0)
			Spring.GiveOrderToUnit(unitID, -interceptorID, {}, 0)
		end
	end
		if foundMatch == 0 then Spring.Echo("Found NO MATCHES!") end
          end
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Mission Editor

Post by Argh »

The LuaUI doesn't handle PauseEvents correctly. If you schedule multiple messages, then they all get shown at once. I'm going to try and write a fix :|
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Re: Mission Editor

Post by Tobi »

quantum wrote:It can load XTA now and generate missions for it, but the XTA Lua expects a commander to be present.
I think (not explicitly tested), setting modoption "comm" to "zeroupgrade" may make it work without a commander.

ie. put the following in the [modoptions] section of the startscript for the mission:

Code: Select all

comm=zeroupgrade;
Super Mario
Posts: 823
Joined: 21 Oct 2008, 02:54

Re: Mission Editor

Post by Super Mario »

Request: Factory orders. So I can make the factory build something you know.
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maackey
Posts: 490
Joined: 02 Jul 2008, 07:11

Re: Mission Editor

Post by maackey »

Request: Mouse wheel/buttons control map zoom/panning.
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