Mission Editor 2010 Preview - Page 2

Mission Editor 2010 Preview

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

Re: Mission Editor 2010 Preview

Post by quantum »

You actually can. Try RAI, it works for me in your mission. You are team 0 in it, btw.

Added support for the "hideinmissioneditor" custom param. The easiest way to set it is probably unitdefs_post.
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Argh
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Joined: 21 Feb 2005, 03:38

Re: Mission Editor 2010 Preview

Post by Argh »

Really? Surprised, but then again I haven't had an AI that doesn't crash on me in ages, other than Lua :-)

Anyhow, that's great, I'll take a look this evening :-)
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yuritch
Spring 1944 Developer
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Joined: 11 Oct 2005, 07:18

Re: Mission Editor 2010 Preview

Post by yuritch »

Continuing experiments. Now with P9.
1. "Test mission" and "Create mutator" both worked this time.
2. In game I immediately get a victory (as in AI team is declared dead, though they surely have units). This is with AI field left empty.
3. If I try to set AI field to something (RAI for example), the game does not start because the editor crashes with an error log on "test mission". And it's not possible to set AI type back to empty with the editor.
Log and modified mission file attached.
Attachments
files.7z
(10.02 KiB) Downloaded 9 times
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quantum
Posts: 590
Joined: 19 Sep 2006, 22:48

Re: Mission Editor 2010 Preview

Post by quantum »

Thanks for your patience! It looks like there are two problems.

1) There is a bug that causes the Enable Triggers action to be saved incorrectly. This is what caused the crashes. It's fixed in P10, however when you load the mission, you need to delete the "Enable Harassers" trigger and create it again.

2) I'm not sure what causes the AI issue. If it still happens after you select an AI could you paste the infolog?
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yuritch
Spring 1944 Developer
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Joined: 11 Oct 2005, 07:18

Re: Mission Editor 2010 Preview

Post by yuritch »

I deleted the trigger and re-made it. Now Test game works again (and with an AI set it no longer gives immediate victory). This is with P10.

However, now there's something strange with spawned groups. Basically they ignore orders.
Only the units produced by "Infantry attack" trigger actually move anywhere from their spawn point, and even they don't move anywhere near where their ordered points are. They all move to the predefined start position of first player...
Player units spawned as reinforcements do not go anywhere at all (while they have a Fight or Move orders to the center of map in the editor).
Top enemy group (Mixed1) spawns but doesn't ever move out of their spawn points.
"Enable trigger" action doesn't seem to work - harassment groups don't start to appear even after 3 minutes (never mind that I gave them bad spawn points which they couldn't leave, they don't appear there at all).

Current version of mission script (minimal changes from the previous one) is attached.
Attachments
rus_villagedefence.mission.xml.7z
(10.08 KiB) Downloaded 17 times
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quantum
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Joined: 19 Sep 2006, 22:48

Re: Mission Editor 2010 Preview

Post by quantum »

Orders were followed in my test. Perhaps the Java AI is interfering? Test AI worked fine for me.

The harassement groups spawned as planned (checked with /globallos). Their probability is set to 25%. Maybe you were just unlucky?

Flags can't be captured, probably because transfering units is not allowed in missions. If I allow the transfer of units with the AllowUnitTransfers action (new in P11), all units are given to gaia in a second. Is there some kind of "does not count" gadget in S44?

Tip: you can merge the "Victory pre-set" and "Actual Victory" triggers by using a "Wait" action.
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yuritch
Spring 1944 Developer
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Joined: 11 Oct 2005, 07:18

Re: Mission Editor 2010 Preview

Post by yuritch »

Yes, there is a DoesNotCount gadget in S44 (how else would you deal with scouts who are cloaked and tend to be scattered all over the map...), but relatively few units have the corresponding customParams set. Generally all armed units, non-cloaked buildings and builders do count.
I'll try using TestAI and Wait command between spawning units and giving orders, let's see how it works then.

Edit: I tested P11 and made the above changes to my mission. Order problems are still there. I'll try remaking all the Give order blocks, we'll see if that changes anything.
As for the Allow unit transfer command: it causes all unit being given to gaia even if I insert a delay between game start and this command execution (delay was 2 seconds, but all units were set to neutral instantly on game start).
Now I start to suspect at least some of those problems are specific to S44, need to try making a mission with less start script heavy game.
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quantum
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Re: Mission Editor 2010 Preview

Post by quantum »

Maybe the orders problem is caused by how country settings affect the decimal separator. There is a fix for that in P12. If that doesn't solve it, could you attach the mission mutator?
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quantum
Posts: 590
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Re: Mission Editor 2010 Preview

Post by quantum »

Version 12 supports factory orders. Here is a short tutorial on how to use them.

Place a factory.

Image

Create a "Give Factory Orders" action in the initial trigger. Selecting no factory group means the orders will be given to the units created in this trigger. Navigate the build menus and add a Glaive to the build queue.

If you try to order units a factory can't build, it will ignore your request.

Image

If you stop here the Glaive will just stand there in front of the factory. Not very useful. Create a new trigger and add the "Unit Finished In Factory" condition. Keep the default settings (nothing selected).

Image

Now create a Give Orders action and select the "Latest Factory Built Unit (Player 1)" group. Place a fight order on the enemy fusions.

Image

If necessary, create a trigger that gives you a resource income.

Image

Now test the mission. A Glaive will be built and will attack the fusions.

Image

What if you want to send waves of units, instead of ordering them one by one?

Add the "raiders" group to the built unit groups in the factory orders screen, and enable repeat mode. The factory will build Glaives non-stop and place them in the "raiders" group.

Image

Change the condition of the orders trigger from "Unit Finished in Factory" to "Metronome Ticks". Set the time between waves to two minutes.

Image

Now select the "Give Orders" action and change the group to "raiders".
A fight order will be given to all units in the raider group every two minutes.

Image

Increase the trigger count, otherwise only a single wave will be sent.

Image

Test the mission.
Image
User avatar
Argh
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Joined: 21 Feb 2005, 03:38

Re: Mission Editor 2010 Preview

Post by Argh »

Excellent, this is something I had to implement myself for P.U.R.E., great job :-)

One request (haven't had time to test everything to death, I'm working on some other things atm): when placing Units, can you make it respect their footprint grid, for mobile Units? That way we don't have piles of units that get stuck on each other.
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quantum
Posts: 590
Joined: 19 Sep 2006, 22:48

Re: Mission Editor 2010 Preview

Post by quantum »

Done - units show their actual occupied footprint and snap to grid.


Other additions:
- Lightweight installer and automatic updater.
- Pan by dragging the map.
- Zoom to cursor with the scroll wheel.
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Argh
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Joined: 21 Feb 2005, 03:38

Re: Mission Editor 2010 Preview

Post by Argh »

Wow, nice work, thanks very much!

I'll download the latest sometime later this week, when I'm done with what I'm working on now!
Satirik
Lobby Developer
Posts: 1688
Joined: 16 Mar 2007, 18:27

Re: Mission Editor 2010 Preview

Post by Satirik »

awesome job quantum !!

the map zoom tracker isn't working and it would great to just replace it with a "icon size" tracker so you can adjust the icon size on the map to make more accurate things
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KaiserJ
Community Representative
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Joined: 08 Sep 2008, 22:59

Re: Mission Editor 2010 Preview

Post by KaiserJ »

i love you :oops:
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