Mission Editor
Moderator: Moderators
- CarRepairer
- Cursed Zero-K Developer
- Posts: 3359
- Joined: 07 Nov 2007, 21:48
Re: Mission Editor
Request: In the Create Map Marker action, let me choose a player that places the map mark, instead of all players placing it.
Re: Mission Editor
i get this error when i click new or load
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)
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()
EDIT:
sorry, fixed. just needed to reinstall .net 3.5 (not the package included with mission editor, whatever that one is)
Re: Mission Editor
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.
Re: Mission Editor
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()
i feel stupid, how do i start a project?
Re: Mission Editor
By reading the first post first :) BA is not supported atm.
Re: Mission Editor
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.
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.
Re: Mission Editor
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?
Does that count?

- TheFatController
- Balanced Annihilation Developer
- Posts: 1177
- Joined: 10 Dec 2006, 18:46
Re: Mission Editor
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".
Re: Mission Editor
Then wait till they iron out the kinks :)
- CarRepairer
- Cursed Zero-K Developer
- Posts: 3359
- Joined: 07 Nov 2007, 21:48
Re: Mission Editor
It was deliberately coded to break with BA, remember?
Re: Mission Editor
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.
When your fixes are ready to be made public, I can add PURE to the list.
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.
It countsArgh 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?![]()

Re: Mission Editor
Here is the mission editor tutorial from the springzine, in case anyone interested missed it:
http://springzine.springlobby.info/Missionmakeguide/
http://springzine.springlobby.info/Missionmakeguide/
Re: Mission Editor
Thanks for removing the Unitsync need, I can use it now. Good job.
Re: Mission Editor
<3 the "Edit Groups" screens :)

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.

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.

Re: Mission Editor
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.When your fixes are ready to be made public, I can add PURE to the list.
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
Re: Mission Editor
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.
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
Re: Mission Editor
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 

Re: Mission Editor
I think (not explicitly tested), setting modoption "comm" to "zeroupgrade" may make it work without a commander.quantum wrote:It can load XTA now and generate missions for it, but the XTA Lua expects a commander to be present.
ie. put the following in the [modoptions] section of the startscript for the mission:
Code: Select all
comm=zeroupgrade;
-
- Posts: 823
- Joined: 21 Oct 2008, 02:54
Re: Mission Editor
Request: Factory orders. So I can make the factory build something you know.
Re: Mission Editor
Request: Mouse wheel/buttons control map zoom/panning.