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Posted By: Dan H... (2004-03-05 07:35:37)
I'd be happy to help test the map editor/senario "generator". At least to the best of my ability... I've been waiting for a map editor since I first bought this awsome game @ version 0.81 (or so)!!!
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Posted By: Compusmurf (2004-03-05 15:27:28)
Tully.
Count me in.
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Posted By: Tully (2004-03-06 23:38:23)
Here is what a scenario will look like. If you have done any scripting in pocket war this should seem real familiar to you. Instead of embedding the script in game file I simply created a new class of scripts called scenarios that in turn can load a game file. A scenario directory will be added under the mods directory and scenarios can be placed in there. I might add in a top level scenario directory instead before the beta goes out. I'm kind of torn on if I should do that or not. Take a look at the js file and see how the scripts work. If you have any questions post them here.
I now have a version of Pocket War that will load scenarios but I want to finish getting the map editor in shape before I ship out the beta. Its looking like it will be ready by next Sat or Sun.
The scroll lists by a page rather than by ones won't be in the beta (but it will be in the final release (maybe a second beta if needed.) Updates to gamebug to make is crash less and changes to the multi-player portion of the metalshard website will also come in after the beta.
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Posted By: Ken Pierce (2004-03-07 12:28:08)
quick question on the AI will it use one of the games by default, can you choose which one to use, can you make your own. In alot of scenarios you will want AI units to move in certian paths. Will you be able to do this in the map editor. or will you have to do this in the code (AI).
also if you have special units will they have to be placed in the mods folder or will they be in the scenario dir. if you write a scenario without any mod units and the player has them loaded will they be avail in the game?
I got a bunch of ques but Ill prob answer most when I start testing.
Thanks Tully
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Posted By: Tully (2004-03-07 14:42:31)
All the normal script tie-ins are available to you. In the next beta version of the map editor you will be able to place units and waypoints (for both teams) on the map. You will also be able to set scripts on the units, cities, and waypoints.
When you create the map you set the number of players, including which one is human, and which are computer AIs. You can build your own AIs and select them as the ones the map use.
I want to allow scenarios to have units, AIs and other scripts unique to them but I have not worked out yet how to do that. You can put the special units, AIs, etc. under the scenario folder but they will be used not only by your scenario but by everything else as well. I need to come up with an answer to this I just don't know what it is yet (the way the code is structured I've painted myself into a corner on this one.)
Right now, mod units are always available. I'm thinking of a way to build a mod manager that would let you turn those on and off more easily. It will be outside the game and would scan for all mod file and "turn the off" by renaming the file. It could then "turn them back on" by renaming them back.
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Posted By: Tully (2004-03-09 20:49:06)
Ok, dilemma. I need to be able to switch mods on an off on the fly (or at least at game startup/load and game close vs program startup and program shutdown.) There is no go way for me to do this and keep the per unit message setting in the options page. So for the moment the message control is going to go back to the version where you can turn different messages on and off for all units.
How bad a regression is this? Speak up everyone...
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Posted By: Ken Pierce (2004-03-09 22:09:39)
For the most part I do not mess much with the messages. However It was nice to be able to have them turned of for some units like waypoint turned off for tanks (they patrol around cities.) But still have the message for transports so you know when they arrive at thier waypoint. I assume this is what you are talking about that we will lose the ablitity to turn off indivdual units messages.
Ken
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Posted By: DWS (2004-03-11 16:25:55)
i don't think i'll mind one bit. i don't mess with messages much either and the trade-off will be well worth it.
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