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Mission Editor
Posted: 23 Mar 2009, 00:31
by quantum
Does not work with the latest versions of Spring!
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.
Re: Mission Editor
Posted: 23 Mar 2009, 00:34
by Otherside
EPIC WIN
Pic related its my spacebats mission

Re: Mission Editor
Posted: 23 Mar 2009, 02:36
by MidKnight
If Otherside can reserve a front page post, so can I!
Re: Mission Editor
Posted: 23 Mar 2009, 06:20
by Licho
Make a mission with awesome fight for some promo video :)
Re: Mission Editor
Posted: 23 Mar 2009, 13:49
by knorke
Re: Mission Editor
Posted: 23 Mar 2009, 16:10
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?
Re: Mission Editor
Posted: 23 Mar 2009, 16:24
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.
Re: Mission Editor
Posted: 23 Mar 2009, 16:48
by Forboding Angel

- error.jpg (74.2 KiB) Viewed 12612 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.
Vista Ultimate
Re: Mission Editor
Posted: 23 Mar 2009, 16:50
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.
Re: Mission Editor
Posted: 23 Mar 2009, 16:51
by Licho
It probably means your mod is still referencing armors.txt from armordefs.lua?
Re: Mission Editor
Posted: 23 Mar 2009, 16:52
by Licho
Added some quick web interface for those who dont have springdownloader
http://planet-wars.eu/MissionEditorServer/
Re: Mission Editor
Posted: 23 Mar 2009, 16:57
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.
Re: Mission Editor
Posted: 23 Mar 2009, 17:04
by Otherside
i got my mission builder on my desktop
the publish feature is great
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
Re: Mission Editor
Posted: 23 Mar 2009, 17:22
by lurker
It's an exception inside a pcall escaping somehow?
Re: Mission Editor
Posted: 23 Mar 2009, 20:13
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.
Re: Mission Editor
Posted: 23 Mar 2009, 20:20
by lurker
What does it use? The mod and springcontent? The mod and hardcoding?
Re: Mission Editor
Posted: 23 Mar 2009, 21:10
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).
Re: Mission Editor
Posted: 23 Mar 2009, 21:10
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.
Re: Mission Editor
Posted: 23 Mar 2009, 22:07
by smoth
because it is what the app supports.
ffs give him a break man. you guys are throwing poo at the dude.
Re: Mission Editor
Posted: 23 Mar 2009, 22:26
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.