Page 1 of 2
Mission Editor 2010 Preview
Posted: 10 Oct 2010, 01:38
by quantum
It's fixed for the current Spring version. It was also converted to C#.
The publishing system is not online and it might take some time before it's ready, in the meantime you can tinker with it, make sure it works with your mods, and decide what features to request. Also it's all new code so there are certainly lots of bugs to spot.
It supports any mod, however there maybe be conflicting Lua scripts.
Download - Windows only
Feature requests and bug reports
Tutorial - It was made for the 2009 version but the differences are minor.
SVN
Code: Select all
svn checkout http://zero-k.googlecode.com/svn/trunk/other/MissionEditor
Re: Mission Editor 2010 Preview
Posted: 10 Oct 2010, 01:46
by Super Mario
YESSSSSSSSSSSSSS
PRAISE GOD THAT IT'S ALIVE!
Re: Mission Editor 2010 Preview
Posted: 10 Oct 2010, 02:56
by Mopar
Awesome mission editor guys, kudos to all who developed it.....
Can someone please upload a sample mission with end conditions etc as a template for others wishing to create missions.....
I want to create a BA & XTA tutorial for noobs to hopefully be included in next spring release... so any help appreciated and credit will be given to all who help.....
How do I make an AI bot command team 2 ???
Re: Mission Editor 2010 Preview
Posted: 10 Oct 2010, 09:06
by Forboding Angel
Hey neat

Glad to see it is back! How well does it do with games that use rapid?
Re: Mission Editor 2010 Preview
Posted: 10 Oct 2010, 11:11
by jeykey
will there be a linux version?
Re: Mission Editor 2010 Preview
Posted: 10 Oct 2010, 14:44
by Super Mario
jeykey wrote:will there be a linux version?
You can try running it by using mono.
Re: Mission Editor 2010 Preview
Posted: 10 Oct 2010, 17:01
by Licho
It uses WPF - so no, it wont work on linux.
Re: Mission Editor 2010 Preview
Posted: 10 Oct 2010, 17:08
by quantum
Mopar wrote:
Can someone please upload a sample mission with end conditions etc as a template for others wishing to create missions.....
No sample mission at this time but here is a tutorial:
http://code.google.com/p/zero-k/wiki/Mi ... orTutorial
Mopar wrote:
How do I make an AI bot command team 2 ???
Get version 5. Don't overwrite the old folder, delete it first. Go in Mission > Settings and assign AIs in the player list.
Forboding Angel wrote:How well does it do with games that use rapid?
It supports them. And also sdd mods.
Re: Mission Editor 2010 Preview
Posted: 11 Oct 2010, 02:28
by Argh
Yay!
[EDIT]Did some tests.
1. It loads up stuff that doesn't have buildpics, yay.
2. On the initial build-units, it doesn't auto-select from the commander / root; so with World Builder, it picked some silly stuff. Not a really big deal, but it's something to keep in mind.
3. It needs to be able to load a World Builder script, or at least a list of createUnit(blah) createFeature(blah) so that if we have stuff placed via script before game starts, we can see it. This was one of the biggest problems I had with this while building missions for P.U.R.E.- I had to guess and go by memory.
4. It'd be nice to be able to exclude stuff from showing up on the list.
Dunno about code issues; last time, I had to modify certain things to get it to work correctly; I think I sent you that code. Same with various logical stuff that I had to hack manually in the end.
Overall, though, looks great!
Re: Mission Editor 2010 Preview
Posted: 11 Oct 2010, 09:24
by Mopar
Quick simple sample mission i put together in 5 minutes using RAI AI Bot for Player 2..
Please note, this is my first attempt at using the editor so its extremely basic....
BA719 and CometCatcherRedux needed....
1v1 battle arm v arm.
Note: No XTA based mod works with editor, the editor crashes when loading any XTA mod ?????
Re: Mission Editor 2010 Preview
Posted: 11 Oct 2010, 11:26
by quantum
XTA problem fixed, check the download page.
Are you sure you uploaded the correct file? The attached mission is a battle between advanced fusions on lowland crossing.
Argh, how about a customParam for hiding units? Something like visibleInMissionEditor = false. Following the commander build tree is not ideal: some mods swap commanders, then there are morphs, etc.
Re: Mission Editor 2010 Preview
Posted: 11 Oct 2010, 12:01
by yuritch
Small bug (noticed that when trying to make an S44 mission): buildpics are only loaded for units that have buildPic=<whatever> line in fbi. Units which lack this have no buildpic in the editor, but they have it in game (engine assumes buildpic name to be the same as unit name by default, so for ex. GERPuma uses GERPuma.png).
So approx. half of S44 units are represented by blank squares in the editor.
Re: Mission Editor 2010 Preview
Posted: 11 Oct 2010, 12:33
by quantum
Fixed, thanks for the report.
Re: Mission Editor 2010 Preview
Posted: 11 Oct 2010, 14:35
by manolo_
last time i tried the editor (before relaunch), xta made problems because of the buildpics (were not in png-file format), maybe this is related to the xta-error
Re: Mission Editor 2010 Preview
Posted: 11 Oct 2010, 16:42
by yuritch
Editor crashes when I use the Test mission command. Error log attached.
Create mutator command also causes the crash, but no log in that case.
Mission file attached. It needs Spring:1944 v1.5 (last official release) and the map 1944_Village_Crossing_V2 (and 2 png files used in messages, not sure if those are important or not - they are just ingame buildpic backgrounds with country flags on them).
This is with Preview 7 btw. I confirm that buildpics problem is fixed, they are now all visible.
Re: Mission Editor 2010 Preview
Posted: 11 Oct 2010, 20:42
by quantum
yuritch's mission wrote:
Your military career is over, court martial awaits you.
Try version 8, should be fixed.
manolo_ wrote:last time i tried the editor (before relaunch), xta made problems because of the buildpics (were not in png-file format), maybe this is related to the xta-error
That was a limitation of very early versions. Modders do not need to convert buildpics. The XTA error reported by Mopar is fixed.
Re: Mission Editor 2010 Preview
Posted: 12 Oct 2010, 03:25
by Argh
Argh, how about a customParam for hiding units? Something like visibleInMissionEditor = false. Following the commander build tree is not ideal: some mods swap commanders, then there are morphs, etc.
That would be totally fine with me, one grep away. Let me know if you get it done and I'll test.
Re: Mission Editor 2010 Preview
Posted: 12 Oct 2010, 03:37
by MidKnight
Today's a good week!Today? Week? Yes!
You go, Quantum!
Re: Mission Editor 2010 Preview
Posted: 12 Oct 2010, 08:45
by Mopar
Anyone got any working missions yet, a sample mission with end conditions etc would be good to see... I must be doing something wrong because none of the missions i have created work properly... I set AI bot to command team 2 and give them a arm commander, I set me player as team 1 with 1 arm commander and save then test mission....
mission starts i have my com and build base but when i approach team 2 start pos their com is just standing there idle then spring crashes..
also console says AI KAIK taking over control of team 1 ( but thats me )
I guess i need end conditions or something to make the mission end when either team 1 or team 2 dies...
Any help appreciated.....
Re: Mission Editor 2010 Preview
Posted: 12 Oct 2010, 10:11
by Argh
You have to use null AI. You cannot use it with KAIK, etc.