Warfare Incorporated :: View topic - Mission Editor v1.0a beta1
Warfare Incorporated Forum Index
 FAQ   Search   Memberlist   Usergroups 
 Profile   Log in to check your private messages   Log in 
 
Mission Editor v1.0a beta1
Goto page 1, 2, 3  Next
 
Post new topic   Reply to topic    Warfare Incorporated Forum Index -> Mission Authoring
View previous topic :: View next topic  
Author Message
scottlu
WI Founder


Joined: 15 Aug 2003
Posts: 1773

PostPosted: Sat Apr 24, 2004 11:01 am    Post subject: Mission Editor v1.0a beta1 Reply with quote

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!
Back to top
View user's profile Send private message
crakerz
Mega-Poster


Joined: 17 Sep 2003
Posts: 353
Location: California Bay Area

PostPosted: Mon Apr 26, 2004 9:07 am    Post subject: Reply with quote

Scott, has the "set pvar" bug been fixed in this one?
_________________
Why negotiate when you can just blow things up?
------------------------------------------------------
Back to top
View user's profile Send private message Send e-mail
scottlu
WI Founder


Joined: 15 Aug 2003
Posts: 1773

PostPosted: Mon Apr 26, 2004 11:01 am    Post subject: Reply with quote

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
Back to top
View user's profile Send private message
crakerz
Mega-Poster


Joined: 17 Sep 2003
Posts: 353
Location: California Bay Area

PostPosted: Mon Apr 26, 2004 2:40 pm    Post subject: Reply with quote

Gotcha.
Back to top
View user's profile Send private message Send e-mail
knelson
Established Forum User


Joined: 26 Jan 2004
Posts: 84
Location: Hobart, IN

PostPosted: Mon Apr 26, 2004 5:08 pm    Post subject: Reply with quote

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
Back to top
View user's profile Send private message Send e-mail Visit poster's website
goblin_merchant
Established Forum User


Joined: 14 Mar 2004
Posts: 79
Location: Somewhere, out there...

PostPosted: Mon Apr 26, 2004 7:07 pm    Post subject: Reply with quote

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 Sad ... or is it? Question Question Question

_________________
Current Projects:
Warfare Tower Defense: Finished
Andy RPG: 20% done. I need help for it! PM me for details.
Team members: Knelson and I.
Back to top
View user's profile Send private message Send e-mail AIM Address MSN Messenger
ajcross
Very Active User


Joined: 23 Dec 2003
Posts: 113
Location: Kansas City

PostPosted: Mon Apr 26, 2004 9:49 pm    Post subject: Reply with quote

[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
Back to top
View user's profile Send private message
SoLan
Very Active User


Joined: 13 Jan 2004
Posts: 183

PostPosted: Mon Apr 26, 2004 11:21 pm    Post subject: Reply with quote

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
Back to top
View user's profile Send private message
goblin_merchant
Established Forum User


Joined: 14 Mar 2004
Posts: 79
Location: Somewhere, out there...

PostPosted: Tue Apr 27, 2004 3:32 pm    Post subject: Reply with quote

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.
Back to top
View user's profile Send private message Send e-mail AIM Address MSN Messenger
SoLan
Very Active User


Joined: 13 Jan 2004
Posts: 183

PostPosted: Tue Apr 27, 2004 3:51 pm    Post subject: Reply with quote

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. Shocked

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
Back to top
View user's profile Send private message
Verdagon
Veteran Member


Joined: 05 Oct 2003
Posts: 1047
Location: San Luis Obispo, CA

PostPosted: Tue Apr 27, 2004 4:06 pm    Post subject: Reply with quote

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/
Back to top
View user's profile Send private message Send e-mail Visit poster's website AIM Address
crakerz
Mega-Poster


Joined: 17 Sep 2003
Posts: 353
Location: California Bay Area

PostPosted: Tue Apr 27, 2004 8:32 pm    Post subject: Reply with quote

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?
------------------------------------------------------
Back to top
View user's profile Send private message Send e-mail
knelson
Established Forum User


Joined: 26 Jan 2004
Posts: 84
Location: Hobart, IN

PostPosted: Wed Apr 28, 2004 11:31 am    Post subject: Reply with quote

Please provide me with some examples. I will be implementing some of the features in my next mission.
_________________
______________

Keith
Palm Tungsten|E
Back to top
View user's profile Send private message Send e-mail Visit poster's website
goblin_merchant
Established Forum User


Joined: 14 Mar 2004
Posts: 79
Location: Somewhere, out there...

PostPosted: Wed Apr 28, 2004 5:12 pm    Post subject: Reply with quote

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.
Back to top
View user's profile Send private message Send e-mail AIM Address MSN Messenger
crakerz
Mega-Poster


Joined: 17 Sep 2003
Posts: 353
Location: California Bay Area

PostPosted: Wed Apr 28, 2004 6:03 pm    Post subject: Reply with quote

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?
------------------------------------------------------
Back to top
View user's profile Send private message Send e-mail
Display posts from previous:   
Post new topic   Reply to topic    Warfare Incorporated Forum Index -> Mission Authoring All times are GMT - 7 Hours
Goto page 1, 2, 3  Next
Page 1 of 3

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You cannot download files in this forum


Powered by phpBB © 2001, 2002 phpBB Group