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Verdagon Veteran Member
Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA
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Posted: Sun Feb 01, 2004 10:40 am Post subject: Warfare Incorporated Editor FAQ |
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NOTE!!: IF YOU WANT TO SEE THE CURRENT VERSION OF THE FAQ PLEASE HEAD OVER THE THE THREAD NAMED:
Warfare Incorporated Editor FAQ - Take a look!
THAT IS ALL
Hey everyone! As you may or may not know, I am making a FAQ for the editor. Use this thread to suggest on what should be in it. Many many many pictures will go into this editor, leave that part to me.
I want this FAQ to be as big as possible, so please, everyone suggest ideas!
Mainly there will be six parts.
- Introduction
- Basic functions of the editor( how to place terrain, etc.)
- Definitions of the actions and triggers
- How to do something (basic)
- How to do something (complicated)
- Troubleshooting
The "basic functions" stuff that I can think of:
- How to create a new level
- How to load a new level
- How to create a .pdb of your level(s)
- How to place terrain
- How to place areas
- How to place units
- How to create a switch
- How to create a counter
- How to create a trigger
- - How to create a condition
- - How to create an action
Please suggest anything I could put here!
The Definitions of triggers stuff will have, of course, definitions of the actions and conditions.
How to do something basic
- How to make an ecom
- How to set formal objectives
- How to make the enemy attack
- How to make a bullpup mine
- How to make units guard areas
!!Your idea here!!
How to do something complicated
- How to create a countdown timer
- How to create a death trigger( when andy dies, do this)
!!Your idea here!!
I am hoping to make this FAQ very very very large so it will help even the worst of newbies. So please, everyone in the forum, tell me what you do know, and what you want to know, and what you dont think you need to know but someone else might, right here in this thread and I will add it to the Table of Contents of the FAQ and start working on it.
PS. Of course, anybody is welcome to "submit" pieces of the FAQ to me...
Verdagon @ aol . com
Thanks! _________________ [WI Moderator]
http://verdagon.net/
Last edited by Verdagon on Tue Mar 02, 2004 6:33 pm; edited 2 times in total |
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Wizard Established Forum User
Joined: 30 Nov 2003 Posts: 68 Location: Bristol, England
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Posted: Sun Feb 01, 2004 12:54 pm Post subject: |
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To continue, from this I will creating some 'formal' documentation for release with the game - with spifcode/handmark approval of course.! _________________ Wizard
There's no place like 127.0.0.1
HTML | JS | VB | KIX | CFM | English
Everyone is a 'disgruntled employee'. What kind of word is 'disgruntled' anyway.? Can someone be 'gruntled'.? |
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Verdagon Veteran Member
Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA
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Posted: Sun Feb 01, 2004 5:33 pm Post subject: |
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So ur gonna take my FAQ and refine it? _________________ [WI Moderator]
http://verdagon.net/ |
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scottlu WI Founder
Joined: 15 Aug 2003 Posts: 1773
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Posted: Sun Feb 01, 2004 11:23 pm Post subject: |
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Thanks Verdagon and Wizard for volunteering. I will mail you both privately to discuss FAQ and documentation. _________________ Warfare Incorporated Development Team |
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Verdagon Veteran Member
Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA
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Posted: Mon Feb 02, 2004 8:35 pm Post subject: |
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So, does anyone have any requests on what to put on the editor? Anyone at all?
I need everyone who reads this to gimme some ideas. Without ideas, thisll be a very small "help file".
So... please post. _________________ [WI Moderator]
http://verdagon.net/ |
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Girt Established Forum User
Joined: 15 Aug 2003 Posts: 96 Location: Co. Springs
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Posted: Tue Feb 03, 2004 5:45 pm Post subject: |
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Good outline suggested. As far as priorities, I would start with a basic overview, like was given, only about 3 -4 x's bigger. Then add as we get time, and more written. I think most people can figure placing terrain, but might need hints for the concepts and mechanics of Triggers and Switches.
I just got the thing, but I'll start writing if I have a chance.
I'm pretty slow, tho... _________________ Unit: Palm Tungsten T|X |
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crakerz Mega-Poster
Joined: 17 Sep 2003 Posts: 353 Location: California Bay Area
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Posted: Wed Feb 04, 2004 8:34 pm Post subject: |
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Max Recommended Objects: (Design Limits)
Human Buildings: 39 + unused Computer - 5
Human Mobile Units: 60
Computer Buildings: 52
Computer Mobile Units: 80
Scenery: 100
Persistant Variables:
rank -1 = Challenger, 0 = Newcomer
$demo 0 means registered
$difficulty 1 = easy, 2 = normal, 3 = hard
$grayscale 0 is grayscale, 1 is color
Shortcuts:
Ctrl+V as well as Ctrl-P works for paste (might want to change the edit to show the standard Ctrl-V)
Hold Ctrl while dragging an object to drag a duplicate (wish I knew this one sooner!)
Hey, it's a start _________________ Why negotiate when you can just blow things up?
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Verdagon Veteran Member
Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA
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Posted: Wed Feb 04, 2004 9:35 pm Post subject: |
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Thank you crakerz and Girt! Your help is much appreciated. These will be added to the Documentation...
More! More!
We're on a roll! Lets keep the ideas coming! _________________ [WI Moderator]
http://verdagon.net/ |
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Girt Established Forum User
Joined: 15 Aug 2003 Posts: 96 Location: Co. Springs
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Posted: Thu Feb 05, 2004 4:35 pm Post subject: |
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Simple, but a start. This is rather generic (I may be missing some steps), as I've just started using this particular level editor:
Tips on Level Writing:
Write Story*
Write out Triggers needed to make Story happen
Make map
Set units
Then it's sort of backwards:
Set up Areas
Set up Groups
Write Text
Set up Triggers
Tip:
Always have 1 extra Group, Area, Text, etc., so if you go to set up a trigger and forgot to set up Group first, just pick GroupX and go back and establish what GroupX is later (and then start a GroupY for next time).
* Write Story
Most level writers highly recommend writing the entire level out first, including drawing the map out on paper.
Then work through the story noting what Triggers will have to be set to make the events occur.
A methodical approach should result in very few "bugs/errors" and level re-writes. _________________ Unit: Palm Tungsten T|X |
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Verdagon Veteran Member
Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA
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Posted: Thu Feb 05, 2004 5:18 pm Post subject: |
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Thank you Girt! Your ideas will be added!
More! More! Let's keep em coming! We want this FAQ/Documentation to be as large and informative as possible! _________________ [WI Moderator]
http://verdagon.net/ |
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crakerz Mega-Poster
Joined: 17 Sep 2003 Posts: 353 Location: California Bay Area
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Posted: Thu Feb 05, 2004 7:34 pm Post subject: Trigger Info |
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I find this Info helpful when blocking out a mission:
CONDITIONS:
Condition: Area contains units
Format: Area area contains quantity unit types owned by side
Condition: Comments
Format: Comments: text
Condition: Countdown Timer
Format: Countdown Timer is quantity
Condition: Credits
Format: side has quantity credits
Condition: Discovers Side
Format: side discovers side
Condition: Elapsed Time
Format: Elapsed Time is quantity seconds
Condition: Every NN Seconds
Format: Every quantity seconds
Condition: Galaxite Capacity Reached
Format: sides galaxite Capacity is reached
Note: Used in the tutorial, but has possibilities!
Condition: GalaxMiner cant Find Galaxite
Format: GalaxMiner owned by side cant find Galaxite
Note: Used in the tutorial, but has possibilities!
Condition: Has Upgrades
Format: side has upgrade types upgrades
Condition: Mission Loaded
Note: Use this trigger to set up initial level conditions, such as switches, limits, allies, etc.
Condition: Owns Units
Format: side owns quantity unit type
Condition: Place Structure Made Active
Note: Used in the tutorial, but has possibilities!
Condition: Switch On/Off
Format: Switch is OnOrOff
Condition: Test Persistent Variable
Format: Persistent variable text is quantity
ACTIONS:
Action: Allies
Format: side allies with side
Note: A allies to B. Use twice (A to B, B to A) to get reciprocal allies.
Allies can not be targeted/attacked. Allies dont share sight. Dont use virtual sides (i.e. Allies/Enemies)
Action: Center View
Note:Use Wait 0 to force display refresh after using this
Action: Comment
Format: Comment: text
Action: Create Random Unit Group
Note: Create from unit group list with Random box checked.
Action: Create Unit At Area
Format: Build/Spawn unit type at area for side with quanity percent health
Action: Create Unit Group
Format: Create Unit Group unit group
Action: Cut Scene
Format: Cut scene text
Note: valid tag: <img image.rbm>
Action: Defog Area
Format: Defog area over area
Action: Ecom
Format: Ecom(SmallOrLarge w/ MoreOrCloseButton) From character to character: text
Note: Use More if you use multiple Ecoms.
SmallOrLarge refers to the window the ecom is shown in
Small Bottom
Large
Small Top
Character Large screen shows a picture.
Andy
Jana
Olstrom
Fox
ACME_Security
OMNI_Security
Anonymous
Blank
Action: End Mission
Format: End Mission: WinOrLose
Action: Hunt
Format: Unit unit types of side hunt unit types of side
Action: Jump to Mission
Format: Jump to mission text
Note: Immediately jumps to level indicated. Use format mission.lvl
Action: Modify Countdown Timer
Format: Stop/Resume/Show/Hide the countdown timer
Note: Each Action must be called separately. Use Start Countdown Timer to set and start.
Action: Modify Counter
Format: Counter Counter: Set/Add/Subtract quantity
Action: Modify Credits
Format: sides Credits: Set/Add/Subtract quantity
Note: Use Side Properties to set starting amounts.
Action: Modify Persistent Variables
Format: Modify Persistent Variables text Set/Add/Subtract quantity
Action: Move Units In Area
Format: Move sides unit type from area to area
Action: Preserve Trigger
Note: Triggers are all one-shots! To repeat a triggered action, use this. Can cause loops.
Action: Repair
Set repairing for side OnOrOff
Action: Replicator
Format: Turn sides Replicator OnOrOff
Action: Set Allowed Units
Format: Set side allowed units to unit type
Action: Set Allowed Upgrade
Format: Set side allowed upgrade to upgrade types
Note: Default is all upgrades are active
Action: Set Formal Objective Info
Format: Set formal objective info to text
Note: This is the summary below the objectives on the Objectives screen.
Action: Set Formal Objective Status
Format: Set formal objective quantity status to text
Note: Quantity is the number of the objective (i.e. 1,2,3). You can use whatever language you want for then Status.
Action: Set Formal Objective Text
Format: Set formal objective quantity text to text
Note: Quantity is the number of the objective (i.e. 1,2,3) This is the actual Objective text.
Action: Set Next Mission
Format: set next mission to text
Note: Use format mission.lvl
Action: Set Objective
Format: Set sides mission objective to text
Note: Displayed upper-left of screen.
Action: Set Persistent Variable
Format: Set persistent variable text to text
Action: Set Switch
Format: Set switch OnOrOff
Action: Set Upgrades
Format: Set side upgrades to upgrade types
Note: This must be performed with a Mission Loaded Trigger
Action: Show Alert
Format: Show alert text
Note: Displayed lower-left of screen
Action: Show Formal Objectives
Note: Show Objectives Screen
Action: Start Countdown Timer
Format: Start countdown timer with quantity seconds and show this string: text
Note: Use %s in string for time. Displays in upper-right of screen in mm:ss format.
Action: Wait
Format: Wait quantity seconds
Note: Waits before executing next action
QUALIFIERS:
Note: These are the ones that may not be self explanatory, such as OnOrOff
quantity
At Least - tested quantity is this value or more
At Most - tested quantity is this value or less
Exactly - tested quantity is this value exactly
Note: Enter positive values only! Remember some values, such as credit, change in different increment, so testing for exact values can cause problems.
side
Allies (virtual side)
All Sides
Current Side
Enemies (virtual side)
Side 1
Side 2
Side 3
Side 4
Side Neutral
upgrade types
Advanced HRL
Advanced VTS
Increaed Bullpup Speed
Note: The typo above reflects the editor. Bullpup Speed upgrade isnt implemented (I think!)
unit types
Note: The groupings below are taken from the Unit Group Window
INFANTRY:
Corporate Raider
Rocket Trooper
Security Guard
VEHICLES:
Broadsword
Bullpup
Cyclops
Dominion
Eagle
Hydra
Liberator
MOBILE UNITS:
Infantry & Vehicles
BUILDERS:
Headquarters
Human Resource Center (HRC)
Vehicle Transport Center (VTC)
STRUCTURES:
Builders &
Galaxite Processor
Galaxite Warehouse
Gatling Tower
Power Generator
Research Center
Rocket Tower
Surveillance Center
ALL: (Shows as Any Unit)
Mobile Units &
Structures
OTHER:
Andy
Fox
Replicator
UNIT BEHAVIOR:
Actions:
Action: Guard
Note: Guards within immediate range of sight.
Action: Guard Area
Format: Guard area
Note: Unit attacks any enemies in area until destroyed. Will sit idle otherwise.
Action: Guard Vicinity
Note: Guards within extended range of sight.
Action: Hunt Enemies
Format: Hunt unit types
Note: Enemies of unit types are chosen at random only. Continues until all are destroyed.
Action: Mine
Note: For BullPup only. Find nearest galaxite and mine it. Continue forever.
Action: Move
Format: Move to area
Note: Move immediately to area. May attack on the way.
Aggressiveness:
Coward runs from danger
Pacifist will stand there and take it
SelfDefense will fight if fired upon
Defender will fight on sight
PitBull will seek out and destroy
Note: The above definitions are based on my experience, and may be incorrect.
Side Intelligence:
Human
Computer standard AI
ComputerOvermind enhanced AI
ComputerNeutral no AI
Note: The above definitions are based on my experience, and may be incorrect.
This was compiled and typed by hand, so please excuse any errors. Hope this helps!
Last edited by crakerz on Sun Feb 08, 2004 3:46 pm; edited 1 time in total |
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Verdagon Veteran Member
Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA
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Posted: Thu Feb 05, 2004 7:40 pm Post subject: |
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Alright! This rocks!! That made the Documentation 2x bigger. Thank you so much crakerz!
We're well on our way. As always, more suggestions and ideas are welcome! _________________ [WI Moderator]
http://verdagon.net/ |
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scottlu WI Founder
Joined: 15 Aug 2003 Posts: 1773
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Posted: Thu Feb 05, 2004 10:14 pm Post subject: |
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Wow, that's excellent! Thanks! _________________ Warfare Incorporated Development Team |
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crakerz Mega-Poster
Joined: 17 Sep 2003 Posts: 353 Location: California Bay Area
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Posted: Thu Feb 05, 2004 11:14 pm Post subject: the @ in ecoms |
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The "@" will produces several effect in ecoms:
1. Cause a new line
2. Cause a slight pause.
Number two is useful to create several seconds of pause between lines.
by stringing "@" together. Two or more will *not* create extra lines, just
more delay.
BTW, the "@" is the only way I know of to prematurely end a line in
ecom, like hitting the "enter" or carriage return. If you try CTRL-Enter, it
will look like a new line appears in the text box, but ecom will stop
displaying lines at that point. |
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DBZ-GOKU- Mega-Poster
Joined: 15 Aug 2003 Posts: 493 Location: Utah
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Posted: Fri Feb 06, 2004 10:08 am Post subject: |
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I wouldn't get to ahead of your selves (but you are doing a good job so far), becasue somethings might change (and I hope some things do), like the ability to just select an item and click where ever you want multiple times without having to do copy/paste and or select it every time. _________________ Sprint HTC EVO 4G LTE
Retired: HTC EVO 3D, HTC EVO 4G, Samsung Instinct, Tapwave Zodiac 2, PalmOne Tungsten|T, Palm m505 |
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