Mission Editor - Page 4

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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DavetheBrave
Posts: 281
Joined: 22 Jun 2005, 02:52

Re: Mission Editor

Post by DavetheBrave »

strangely enough, juggernauts refuse to spawn o.O
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Mission Editor

Post by Forboding Angel »

Interestingly enough, all of my non mobile units spawn quite literally... inside out. :shock:

Something to do with s3o's?
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quantum
Posts: 590
Joined: 19 Sep 2006, 22:48

Re: Mission Editor

Post by quantum »

manolo_ wrote: unit built AND THEN time elapsed
Yeah triggers are a bit primitive at the moment. More sophisticated logic is planned.
Argh wrote: My question is... why is it loading armor.txt / armor.lua at all? Why isn't it just loading the map's minimap pic, the FBIs, and the BuildPic? I mean, that's all you need.
That's just the first thing that fails when it can't read anything. It's like Spring crashing on "missing cursor" when in fact half the mod is missing.

If you upload your big sdz somewhere, I'll compare our versions.
DavetheBrave wrote:strangely enough, juggernauts refuse to spawn o.O
Could you publish a mission with that? I can't reproduce it.
Forboding Angel wrote:Interestingly enough, all of my non mobile units spawn quite literally... inside out. :shock:
Something to do with s3o's?
Hmm I heard other reports about this, I'm not sure what could cause this.
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Re: Mission Editor

Post by FLOZi »

Probably the same bug as was happening with morphing/upgrading in s44. Make sure non-mobile units with s3os are set to a cardinal direction/heading or they will render inside out.
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Re: Mission Editor

Post by Forboding Angel »

Yep I have seen that happen once with the radar dish in Evo as well flozi. I thought my eyes were just playing tricks on me tho and thought that that unit really was THAT ugly. lol
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CarRepairer
Cursed Zero-K Developer
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Joined: 07 Nov 2007, 21:48

Re: Mission Editor

Post by CarRepairer »

Man that's creepy. Like in Cronenberg's The Fly.
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quantum
Posts: 590
Joined: 19 Sep 2006, 22:48

Re: Mission Editor

Post by quantum »

Switching to XML only took a few minutes! :o Consequently, here's a new version.

Changes:
  • Mission projects are saved to XML instead of being a binary dump. This will hopefully allow users to keep saved projects between versions.
  • The mission editor can open mission mutators built with this version or later.
  • Fixed the creepy buildings from Cronenberg's The Fly. Thanks FLOZi!
  • New effects: sunrise and sunset. Thanks Evil4Zerggin for his night widget!
daan 79

Re: Mission Editor

Post by daan 79 »

Hello guys i would like to ask some missionmakers some help!

Mission maker will appear in springzine April and therby it asks:
3 ppl
1 that made a mission
2 that could explain making this mission
3 That wants to explain the mission goal
(or 2 of these three points)
I will together with quantum make a how to use section, so readers will be able to get fast to action with the info you could provide about your mission to the readers.
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Re: Mission Editor

Post by Forboding Angel »

Unfortunately as it stands, I (and probably others) can't really use this without support for dependencies. I understand that it would take longer than adding a slew of new features, but please understand, many of us have been having wet dreams about a mission builder for a long time, and here you lay the possibility at our feet.

The editor itself is simply amazing with what you can already do with it, but many of us use dependencies simply because requiring a full download every time we change a number is less than optimal. Not to mention the fact that my users in particular, many of them are on limited bandwidth pipes which make it 100% necessary for me to distribute in this fashion.

So basically, I'm appealing to your compassion here, please please please please add dependency support. I promise that we'll love you forever! :-)

Also, midknight submitted a news dealing about the missionbuilder. Swift and I thought that it was not his place to do it. The reason I didn't post it immediately is that this is in a grey area between a modder tool and a players tool, plus it was only released a few days ago, and it seemed as though if you wanted it plastered on springinfo, you would have said something about it. At any rate, please let me know :-)
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MidKnight
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Re: Mission Editor

Post by MidKnight »

I wrote the posting with input from Licho, Quantum, KingRaptor, and CarRepairer as I was writing it. We discussed the first draft and changed it before I posted it. :wink:
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Peet
Malcontent
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Joined: 27 Feb 2006, 22:04

Re: Mission Editor

Post by Peet »

Yeah I at first thought that was pretty sketchy too, thanks for clearing it up.
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TheFatController
Balanced Annihilation Developer
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Joined: 10 Dec 2006, 18:46

Re: Mission Editor

Post by TheFatController »

Just out of curiosity why did you choose XML over lua tables?
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quantum
Posts: 590
Joined: 19 Sep 2006, 22:48

Re: Mission Editor

Post by quantum »

MidKnight wrote:I wrote the posting with input from Licho, Quantum, KingRaptor, and CarRepairer as I was writing it. We discussed the first draft and changed it before I posted it. :wink:
Yeah, I asked for MidKnight's help :-)
TheFatController wrote:Just out of curiosity why did you choose XML over lua tables?
In the version from this summer, I did just that. Loading them again turned out to be a long and error-prone process. It was taking most of my time.

With XML, I can use libraries that enable me to save or load everything in one line, while keeping references.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Mission Editor

Post by Forboding Angel »

MidKnight wrote:I wrote the posting with input from Licho, Quantum, KingRaptor, and CarRepairer as I was writing it. We discussed the first draft and changed it before I posted it. :wink:
Okies, in the future, please make some sort of reference to the fact that you are doing it on behalf of someone else.

Thanks for clearing that up
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manolo_
Posts: 1370
Joined: 01 Jul 2008, 00:08

Re: Mission Editor

Post by manolo_ »

i made a mission for xta 9.55 (should be a tutorial), but i does only work on my pc, the player that downloaded it couldnt connect
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Otherside
Posts: 2296
Joined: 21 Feb 2006, 14:09

Re: Mission Editor

Post by Otherside »

Forb as i pointed out Via PM

Stuff made by the CA dev team and works generated by CA devs that have been released to other projects and users, are usually advertised by other contributors

If you check who has commit access (doesnt mean there all devs but they contribute to CA) there are alot of people. I usually do some PR images etc and other non core devs also post promotional material on behalf of the dev team.

I will soon be making a Planetwars post that hopefully gets aproved...
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manolo_
Posts: 1370
Joined: 01 Jul 2008, 00:08

Re: Mission Editor

Post by manolo_ »

i wanted to change an unit movement:

edit: added xl-file as wanted
Attachments
1.mission.xml
(158.34 KiB) Downloaded 132 times
errors.log
(4.04 KiB) Downloaded 132 times
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quantum
Posts: 590
Joined: 19 Sep 2006, 22:48

Re: Mission Editor

Post by quantum »

Forboding Angel wrote:please add dependency support
New version.

Changes:
  • Support for dependencies. PURE loads successfully now. Please indicate in the description all the dependencies your mod has, if there are any. SpringDownloader does not get them and Spring will crash with no useful error without them.
  • Fixed bug in loading unit entered area conditions. manolo_'s problem should be fixed.
LordMuffe wrote:It starts now with commanders for the aranged Players, but dont execute any trigger at all.
Eternal Struggle has no gadget handler. Missions require LuaRules. You can get a minimal package from a recent mod.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Mission Editor

Post by Forboding Angel »

OMFG?!?!?! REALLY????

I LOVE YOU!!!! I WANT YOUR BABIES NAO!

@otherside, it will be approved, I can already tell you that right now. :-)

I never really wrote anything about it cause I know pretty much nothing about planetwars and how it works, so it would be ncie to have the info up there for other people like me who are only vaguely aware.
Super Mario
Posts: 823
Joined: 21 Oct 2008, 02:54

Re: Mission Editor

Post by Super Mario »

Mission editor can't upload the latest BA mod for some reason.
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