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scottlu WI Founder
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Joined: 15 Aug 2003 Posts: 1773
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Posted: Sat Apr 24, 2004 11:01 am Post subject: Mission Editor v1.0a beta1 |
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Mission Editor v1.0a beta 1 is available:
http://www.warfareincorporated.com/downloads/warfare-me-1.0a.zip
With this release it is possible to author multiplayer maps. To make a multiplayer map, in Level Properties, change the MinPlayers to 2 and above. Change MaxPlayers to the maximum number of players, up to 4.
For each human participant, make sure the Intelligence is Human (found in Side Properties).
In the game, multiplayer maps show up in the multiplayer map list, not in the Challenge Mission list.
Note that while most trigger actions work, ecom trigger actions don't work while multiplayer. This is so the game doesn't pause for one player while continuing for another.
Please use this thread for problem reports and bugs! |
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crakerz Mega-Poster
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Joined: 17 Sep 2003 Posts: 353 Location: California Bay Area
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Posted: Mon Apr 26, 2004 9:07 am Post subject: |
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Scott, has the "set pvar" bug been fixed in this one? _________________ Why negotiate when you can just blow things up?
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scottlu WI Founder
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Joined: 15 Aug 2003 Posts: 1773
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Posted: Mon Apr 26, 2004 11:01 am Post subject: |
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Fixing this would mean levels that use this action would be WI v1.2 specific, an end-user and support headache. It'll go on the "things we want to fix but that will be incompatible with old versions of WI" list. _________________ Warfare Incorporated Development Team |
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crakerz Mega-Poster
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Joined: 17 Sep 2003 Posts: 353 Location: California Bay Area
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Posted: Mon Apr 26, 2004 2:40 pm Post subject: |
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Gotcha. |
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knelson Established Forum User
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Joined: 26 Jan 2004 Posts: 84 Location: Hobart, IN
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Posted: Mon Apr 26, 2004 5:08 pm Post subject: |
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Scott,
Is there any plans to implement the counter feature? Currently you can modify the counter but there is no corresponding action.
I would like to see this feature install because it will give the mission creator a chance to create more dynamic missions.
Keith _________________ ______________
Keith
Palm Tungsten|E |
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goblin_merchant Established Forum User
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Joined: 14 Mar 2004 Posts: 79 Location: Somewhere, out there...
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Posted: Mon Apr 26, 2004 7:07 pm Post subject: |
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Some triggers, if implemented, could effect the history of Warfare Inc. !!!
Needed Triggers
A "kill" trigger. Kills a unit instantly
Set/add/subtract HP to _ (either percent or just number)
Detect Health of a unit
changing allowed units in game
center location on unit (a location follows a unit where it moves)
Some good variables
I collected some of these from the forum
$kill
$losses
$totalmined
$totalspent
A unit editor would be awesome! Graphic editor, sound editor... all that could effect Warfare's replayability!
Of course, most of this is just wishful thinking ... or is it? ![Question](images/smiles/icon_question.gif) _________________ Current Projects:
Warfare Tower Defense: Finished
Andy RPG: 20% done. I need help for it! PM me for details.
Team members: Knelson and I. |
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ajcross Very Active User
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Joined: 23 Dec 2003 Posts: 113 Location: Kansas City
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Posted: Mon Apr 26, 2004 9:49 pm Post subject: |
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[quote="goblin_merchant"]Needed Triggers
A "kill" trigger. Kills a unit instantly
Set/add/subtract HP to _ (either percent or just number)
Detect Health of a unit
[/quote]
I rewrote these as possible trigger statements.
Trigger Condition
Health of unit type of 'side' in 'area': 'At Least/Exactly/At Most' 'quantity' percent
Trigger Action
Health of 'unit type' of 'side' in 'area': 'Set/Add/Subtract' 'quantity' percent
I think that these two have plenty of possibilities.
Andy Cross |
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SoLan Very Active User
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Joined: 13 Jan 2004 Posts: 183
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Posted: Mon Apr 26, 2004 11:21 pm Post subject: |
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goblin_merchant wrote: | changing allowed units in game |
Can't you do this already with the "Set Allowed Units" trigger action? I haven't tested this, but it doesn't say anywhere that I can find that it can not be used in game. _________________ --SoLan
Palm Tungsten|T3 |
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goblin_merchant Established Forum User
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Joined: 14 Mar 2004 Posts: 79 Location: Somewhere, out there...
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Posted: Tue Apr 27, 2004 3:32 pm Post subject: |
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SoLan, perhaps my wording wasn't good. I meant DURING the game. As it is running. _________________ Current Projects:
Warfare Tower Defense: Finished
Andy RPG: 20% done. I need help for it! PM me for details.
Team members: Knelson and I. |
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SoLan Very Active User
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Joined: 13 Jan 2004 Posts: 183
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Posted: Tue Apr 27, 2004 3:51 pm Post subject: |
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goblin_merchant wrote: | SoLan, perhaps my wording wasn't good. I meant DURING the game. As it is running. |
Either we are talking about entirely different things here, or your (or maybe my) wording still isn't good. Or I may just be slow.
Are we talking about changing what units the player is allowed to build? Like if the player can build a Hydra or not? If we are, then it is possible to change that during the game - at least in a single player game. I did a small test here, and was able to change the allowed units depending on whether an area contained a certain unit or not. _________________ --SoLan
Palm Tungsten|T3 |
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Verdagon Veteran Member
Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA
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Posted: Tue Apr 27, 2004 4:06 pm Post subject: |
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Goblin this is possible. They did it in the one of the two missions that come with the editor. you know, the sample ones. _________________ [WI Moderator]
http://verdagon.net/ |
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crakerz Mega-Poster
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Joined: 17 Sep 2003 Posts: 353 Location: California Bay Area
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Posted: Tue Apr 27, 2004 8:32 pm Post subject: |
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You can change the allowed units at any time during a game.
Counter probably won't be implemented based on a previous thread Scott posted to. However, you really don't need it. The pvars can already be used as a counter. For example, in SWAK, three pvars named GameSeconds, GameMinutes, and GameHours are used to show a custom Gametime Clock in the upper right corner. If you like, I can give examples of how to use pvars as counters.
As for killing a specific unit, that is probably asking a lot. You would have to have some way of identifying each and every unit. If you create units as groups, you can control the starting health. It is also possible to limit the quantity of units of a specific type. And, you can also cause units to commit suicide.
As for following a specific unit as it moves, there is a way to do that, but it is very trigger intensive, and requires that there is only one of that side's unit. Again, if you insist, I can give examples.
One other thing to keep in mind when wanting to add things: spiffcode wants to maintain some downward compatibility (see Scott's post a few up that answers my question about the set pvar bug). _________________ Why negotiate when you can just blow things up?
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knelson Established Forum User
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Joined: 26 Jan 2004 Posts: 84 Location: Hobart, IN
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Posted: Wed Apr 28, 2004 11:31 am Post subject: |
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Please provide me with some examples. I will be implementing some of the features in my next mission. _________________ ______________
Keith
Palm Tungsten|E |
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goblin_merchant Established Forum User
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Joined: 14 Mar 2004 Posts: 79 Location: Somewhere, out there...
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Posted: Wed Apr 28, 2004 5:12 pm Post subject: |
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You guys forgot to specify a limit. Only 16 Every NN seconds triggers are allowed. _________________ Current Projects:
Warfare Tower Defense: Finished
Andy RPG: 20% done. I need help for it! PM me for details.
Team members: Knelson and I. |
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crakerz Mega-Poster
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Joined: 17 Sep 2003 Posts: 353 Location: California Bay Area
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Posted: Wed Apr 28, 2004 6:03 pm Post subject: |
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goblin_merchant wrote: | You guys forgot to specify a limit. Only 16 Every NN seconds triggers are allowed. |
Huh? Not sure what you mean. Preserved triggers are eval'd twice a second, but I don't know about a limit to how many are eval'd _________________ Why negotiate when you can just blow things up?
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