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Author Topic: Need help with the Mission Editor  (Read 10703 times)
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nodlew
Major
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Posts: 90


« on: October 14, 2010, 06:49:53 PM »

You knew this was coming right?

Ok. I need to know where to look for the best tutorials on using the Mission Editor. Specific topics I need to understand--triggers, scripts, map editing--all of the finer points of mission making. The Manual that came with the game is predictably mysterious. I know everything that was in Fabianfred's video tutorials, so I know how to make a very basic mission with no objectives or victory conditions, and without a mission briefing text. I know how to assign movement scripts, and wait scripts, and how to set up an artillery bombardment.

Any help at all would be appreciated.
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Rends
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« Reply #1 on: October 14, 2010, 10:44:09 PM »

You have seen the videos so you have seen most existing tutorials.
I made a small tutorial on my website:
http://rends.gametoast.com/RENDS_Website/Welcome.html

about adding units and let them move.
I suggest to read the manual again and again and compare with the stock scripts.
I´ve made a short how to texts just for me but they are all in german and i have no time to spend yet to translate them into english..
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nodlew
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Posts: 90


« Reply #2 on: October 14, 2010, 11:34:15 PM »

Thank you Rends, for the info and the advice.

Maybe Google translate would make the German text sufficiently readable for me. Could you upload the How To so I can try it?
« Last Edit: October 14, 2010, 11:36:28 PM by nodlew » Logged
nodlew
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Posts: 90


« Reply #3 on: October 15, 2010, 01:37:56 AM »

Learned a few things from your website--now I can make my tanks take up a position and defend it, rather than just keep advancing. Thanks.
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Rends
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« Reply #4 on: October 15, 2010, 11:41:21 AM »

Here you go.
Have fun with google babbelfish:


Missions Name erstellen:

1. In  Ordner loc_rus/levels/LEVELS/camp die Datei User_camp öffnen

Fettgedrucktes ändern
Rds1, txt_mc_Rds1, 1, 0, pz3_03.tga, txt_cit_01, 30, txt_histrends_intro, hist_map_teach, levels\levels\cm_users\Rds1.level;

2. in Ordner loc_rus/text eine Kopie von mis_text erstellen und umbenennen in rds1_text.
Datei öffnen und fettgedrucktes ändern in den gleichen Namen wie zuvor

   txt_mc_Rds1() { Rends Testmap, May,7, 1942. 13:00 (T-34); }

Fertig!


History Text in Missionsauswahl ändern/erstellen:

1. In  Ordner loc_rus/levels/LEVELS/camp die Datei User_camp öffnen

Fettgedrucktes ändern
Rds1, txt_mc_Rds1, 1, 0, pz3_03.tga, txt_cit_01, 30, txt_histrends_intro, hist_map_teach, levels\levels\cm_users\Rds1.level;

2. in Ordner loc_rus/text eine Kopie von hist_text erstellen und umbenennen in histrends_text.
Datei öffnen und fettgedrucktes ändern in den gleichen Namen wie zuvor
loc_rus()
{

   txt_histrends_intro() {Hier kommt der Text...

Fertig!

Übersichts-/Einsatzkarte erstellen

1. In  Ordner loc_rus/levels/LEVELS/camp die Datei User_camp öffnen

Fettgedrucktes ändern
Rds1, txt_mc_Rds1, 1, 0, pz3_03.tga, txt_cit_01, 30, txt_histrends_intro, rds1karte, levels\levels\cm_users\Rds1.level;
} //end of user1

2- Im Ordner loc_rus/textures/hist_maps eine tga Bilddatei mit gleichem Namen rds1karte erstellen (Siehe Editor Anleitung)

Ladebildschirm ändern:

1. In  Ordner loc_rus/levels/LEVELS/camp die Datei User_camp öffnen

Fettgedrucktes ändern in Bild dateinamen
Rds1, Rds1, 1, 0, pz3_03.tga, txt_cit_01, 30, txt_histrends_intro, hist_map_teach, levels\levels\cm_users\Rds1.level;

2. in Ordner loc_rus/images/backs eine Bilddatei mit gleichem Namen erstellen pz3_03.tga

Fertig!

Ingame Map Kartensymbolnamen vergeben:

1. Im Editor Map editing anklicken und eine Map Outline mit 2 Punkten erstellen und Namen vergeben z.B. Dorf

2. Im Ordner loc_rus/levels/LEVELS/SCRIPTS/cm_users die Mapname Script Datei öffnen

3. Einträge reinkopieren:
cs_map()
{

   ext, add_mo, map0, arrow0, 0x80006000, 0x80202020, 1.5, txt_md_s01_2kr_liman, 0, wegnachbrest, -1, true, 0;
   ext, add_mo, map0, flag_tri0, 0x80006000, 0x80202020, 1.5, txt_md_s01_2kr_liman, 0, Dorf, -1, true, 0;
   ext, set_map, map_rkka_dira_01, -1, 1, false;
   nop;
}

4. Der Eintrag txt_md_s01_2kr_liman (kann beliebig verändert werden) zeigt auf den Eintrag, der dann im Spiel angezeigt wird.
Hierzu im Ordner loc_rus/text eine Kopie von mis_text erstellen und z.B. in rds1_text umbenennen.

Oben genannten Eintrag suchen und ändern in z.B.:
txt_md_s01_2kr_liman() { Dorf; }

Fertig!

Ingame Map Kartensymbol erstellen:

1. Im Editor Map editing anklicken und eine Map Outline mit 2 Punkten erstellen und Namen vergeben z.B. Dorf

2. Im Ordner loc_rus/levels/LEVELS/SCRIPTS/cm_users die Mapname Script Datei öffnen

3. Einträge reinkopieren:
cs_map()
{

   ext, add_mo, map0, arrow0, 0x80006000, 0x80202020, 1.5, txt_md_s01_2kr_liman, 0, wegnachbrest, -1, true, 0;
   ext, add_mo, map0, flag_tri0, 0x80006000, 0x80202020, 1.5, txt_md_s01_2kr_liman, 0, Dorf, -1, true, 0;
   ext, set_map, map_rkka_dira_01, -1, 1, false;
   nop;
}

Fettgedrucktes ändern (siehe Editor Anleitung) Hier arrow0 , es wird also ein Pfeil angezeigt

Sie Ausrichtung des Symbols wird im Editor festgelegt. Map Symbol Contour auwählen Mit Kamera in die gewünschte Himmelsrichtung gucken und gelbes Pfeilsysmbol aus der Leiste oben anklicken.

Fertig!

Einsatzbeschreibung erstellen:

1.Im Ordner loc_rus/levels/LEVELS/SCRIPTS/cm_users  die Mapname Script Datei öffnen

2. Einträge reinkopieren und fettgedruckten Eintrag ändern:

cs_main()
{

   ext, add_misobj, brief, map_rds1karte, 4, txt_brief_Rds1, txt_rds1_order;
   nop;
}

2. Die Mapname_loc_data Datei im selben Ordner öffnen und folgenden Eintrag einfügen (fettes bezieht sich auf den Namen im vorherigen Eintrag

loc_rus()
{
   txt_brief_Rds1() { Dies ist der Rds1 Briefing text; }

Fertig!

Ingame Textnachrichten erstellen

1. 1.Im Ordner loc_rus/levels/LEVELS/SCRIPTS/cm_users  die Mapname Script Datei öffnen

2. Einträge reinkopieren und fettgedruckten Eintrag ändern (Zwischen cs_positions() und triggers() ) !!!

cs_radio1()
{

   nop;
   wait_time, 10;
   ext, add_text, txt_ldm_Rds1_text_01, 0xffffffff, 16, 0;
}


2. Die Mapname_loc_data Datei im selben Ordner öffnen und folgenden Eintrag einfügen

txt_ldm_Rds1_text_01 () { \n Angriff auf die feindliche Stellung \n Los Gehts! ; }

Fertig!
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nodlew
Major
****
Posts: 90


« Reply #5 on: October 15, 2010, 10:52:49 PM »

Danke, mein freunde.
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nodlew
Major
****
Posts: 90


« Reply #6 on: October 15, 2010, 10:58:38 PM »

Google didn't work, but Yahoo Babel Fish did...check it out--

1. Open the file User_camp in files loc_rus/levels/LEVELS/camp Fat-printed change Rds1, txt_mc_Rds1, 1, 0, pz3_03.tga, txt_cit_01, 30, txt_histrends_intro, hist_map_teach, levels \ levels \ cm_users \ Rds1.level; 2. in files loc_rus/provide and rename text a copy of mis_text in rds1_text. File open and fat-printed change in the same names as before txt_mc_Rds1 () {Rends test map, May, 7, 1942. 13:00 (T-34); } Finished! History text in mission selection change/provide: 1. Open the file User_camp in files loc_rus/levels/LEVELS/camp Fat-printed change Rds1, txt_mc_Rds1, 1, 0, pz3_03.tga, txt_cit_01, 30, txt_histrends_intro, hist_map_teach, levels \ levels \ cm_users \ Rds1.level; 2. in files loc_rus/provide and rename text a copy of hist_text in histrends_text. File open and fat-printed change in the same names as before loc_rus () { txt_histrends_intro () {the text comes here… Finished! Overview/employment map provide 1. Open the file User_camp in files loc_rus/levels/LEVELS/camp Fat-printed change Rds1, txt_mc_Rds1, 1, 0, pz3_03.tga, txt_cit_01, 30, txt_histrends_intro, rds1karte, level \ levels \ cm_users \ Rds1.level; } //end OF user1 2- In the file loc_rus/textures/hist_maps one tga provide to image file with same name rds1karte (see editor guidance) Load screen change: 1. Open the file User_camp in files loc_rus/levels/LEVELS/camp File names change fat-printed in picture Rds1, Rds1, 1, 0, pz3_03.tga, txt_cit_01, 30, txt_histrends_intro, hist_map_teach, levels \ levels \ cm_users \ Rds1.level; 2. in files loc_rus/images/backs an image file with same name provide pz3_03.tga Finished! Ingame map map symbol name assign: 1. In the editor map editing and a map Outline with 2 points click assigned e.g. provide and name village 2. Open Script file in the file loc_rus/levels/LEVELS/SCRIPTS/cm_users the map name 3. Entries clean-copy: cs_map () { ext, add_mo, map0, arrow0, 0x80006000, 0x80202020, 1,5, txt_md_s01_2kr_liman, 0, away after Brest, -1, true, 0; ext, add_mo, map0, flag_tri0, 0x80006000, 0x80202020, 1,5, txt_md_s01_2kr_liman, 0, village, -1, true, 0; ext, set_map, map_rkka_dira_01, -1, 1, false; nop; } 4. The entry txt_md_s01_2kr_liman (can be changed at will) points to the entry, which is then indicated in the play. For this in the file loc_rus/text a copy of mis_text provide and e.g. in rds1_text rename. Look for and change mentioned above entry in e.g.: txt_md_s01_2kr_liman () {village; } Finished! Ingame map map symbol provide: 1. In the editor map editing and a map Outline with 2 points click assigned e.g. provide and name village 2. Open Script file in the file loc_rus/levels/LEVELS/SCRIPTS/cm_users the map name 3. Entries clean-copy: cs_map () { ext, add_mo, map0, arrow0, 0x80006000, 0x80202020, 1,5, txt_md_s01_2kr_liman, 0, away after Brest, -1, true, 0; ext, add_mo, map0, flag_tri0, 0x80006000, 0x80202020, 1,5, txt_md_s01_2kr_liman, 0, village, -1, true, 0; ext, set_map, map_rkka_dira_01, -1, 1, false; nop; } (Here see editor guidance) arrow0, it changes fat-printed an arrow is thus indicated It adjustment of the symbol is specified in the editor. Map symbol Contour auwählen with camera into the desired direction look and yellow Pfeilsysmbol from the border click above. Finished! Description of employment provide: 1.Im file loc_rus/levels/LEVELS/SCRIPTS/cm_users the map name Script file open 2. Entries for clean-copied and fat-printed entry change: cs_main () { ext, add_misobj, letter, map_rds1karte, 4, txt_brief_Rds1, txt_rds1_order; nop; } 2. The Mapname_loc_data file in the same file opens and the following entry inserts (fat refers to the name in the previous entry loc_rus () { txt_brief_Rds1 () {this is the Rds1 Briefing text; } Finished! Ingame text message provide 1. 1.Im file loc_rus/levels/LEVELS/SCRIPTS/cm_users the map name Script file open 2. Entries clean-copied and fat-printed entry change (between cs_positions () and trigger ())!!! cs_radio1 () { nop; wait_time, 10; ext, add_text, txt_ldm_Rds1_text_01, 0xffffffff, 16, 0; } 2. The Mapname_loc_data file in the same file open and the following entry insert txt_ldm_Rds1_text_01 () {\ n attack on the hostile position \ n lot goes to ' s! ; } Finished!
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fabianfred
Oberstleutnant
*****
Posts: 124


« Reply #7 on: July 03, 2013, 04:05:35 AM »

formatted like the original for ease of use.....


Changing the Mission Name:

1. Open the file, 'user_camp.engcfg', in the loc_rus/levels/LEVELS/camp folder.
   Change the section in bold print below:

Rds1, txt_mc_Rds1, 1, 0, pz3_03.tga, txt_cit_01, 30, txt_histrends_intro, hist_map_teach, levels\levels\cm_users\Rds1.level;
 
2. In the folder loc_rus/text, create a copy of 'mis_text.text' and rename it , for example, as 'rds1_text.text'.
   Open the file and add in an entry, using the same name as before, in bold:

txt_mc_Rds1() {Rends test map, May, 7, 1942. 13:00 (T-34); }


Adding / editing the History text in the mission selection screen:

1. Open the file, 'user_camp.engcfg', in the loc_rus/levels/LEVELS/camp folder.
   Change the section in bold print below:
Rds1, txt_mc_Rds1, 1, 0, pz3_03.tga, txt_cit_01, 30, txt_histrends_intro, hist_map_teach, levels\levels\cm_users\Rds1.level;

2. In the folder loc_rus/text, create a copy of 'mis_text.text' and rename it , for example, as 'histrends_text.text'.
   Open the file and add in an entry, using the same name as before, in bold:

loc_rus ()
 {

 txt_histrends_intro() {the text goes here...  ;}

 }


Using or creating a new historical overview map:

1. Open the file, 'user_camp.engcfg', in the loc_rus/levels/LEVELS/camp folder.
   Change the section in bold print below:

Rds1, txt_mc_Rds1, 1, 0, pz3_03.tga, txt_cit_01, 30, txt_histrends_intro, rds1karte, level\levels\cm_users\Rds1.level;

2. In the folder, loc_rus/textures/hist_maps, create a tga file with same name, rds1karte (See the Editor Manual for more information)


Changing the Load screen image:

1. Open the file, 'user_camp.engcfg', in the loc_rus/levels/LEVELS/camp folder.
   Change the file name in bold print below:

 Rds1, Rds1, 1, 0, pz3_03.tga, txt_cit_01, 30, txt_histrends_intro, hist_map_teach, levels\levels\cm_users\Rds1.level;

2. In the folder, loc_rus/images/backs, create an image file with same name, pz3_03.tga


Creating a map icon for the in-game map:

1. In the Mission editor, create a map contour with 2 points only, and assign it a name, for example, village.

2. Open the file, '<mission_name>_script.engscr' in the folder, loc_rus/levels/LEVELS/SCRIPTS/cm_users.

3. Add an entry to the cs_map block:
 cs_map ()
 {

 ext, add_mo, map0, arrow0, 0x80006000, 0x80202020, 1,5, txt_md_s01_2kr_liman, 0, tobrest, -1, true, 0;
 ext, add_mo, map0, flag_tri0, 0x80006000, 0x80202020, 1,5, txt_md_s01_2kr_liman, 0, village, -1, true, 0;
 ext, set_map, map_rkka_dira_01, -1, 1, false;
 nop;
 }

4. The tag txt_md_s01_2kr_liman (which can be changed any time) points to a label string, which is displayed in the game.
   Open the text file, '<mission_name>_loc_data.text' in the folder, loc_rus/levels/LEVELS/SCRIPTS/cm_users.
   Create the abovementioned entry, for example:

 txt_md_s01_2kr_liman () {Village; }


Creating another map icon for the in-game map:

1. In the Mission editor, create a map contour with 2 points only, and assign it a name, for example, tobrest.

2. Open the file, '<mission_name>_script.engscr' in the folder, loc_rus/levels/LEVELS/SCRIPTS/cm_users.

3. Add an entry to the cs_map block:
 cs_map ()
 {

 ext, add_mo, map0, arrow0, 0x80006000, 0x80202020, 1,5, txt_md_s01_2kr_liman, 0, tobrest, -1, true, 0;
 ext, add_mo, map0, flag_tri0, 0x80006000, 0x80202020, 1,5, txt_md_s01_2kr_liman, 0, village, -1, true, 0;
 ext, set_map, map_rkka_dira_01, -1, 1, false;
 nop;
 }

As indicated by the label in bold above, 'arrow0' will produce an arrow symbol on the map.
The adjustment of the arrow's direction is done in the mission editor, by aligning the map contour with the camera.
Sight the horizon in the desired direction and click the yellow arrow icon in the toolbar above.
(See the editor manual for more details)


Creating a Briefing text:

1. Open the file, '<mission_name>_script.engscr' in the folder, loc_rus/levels/LEVELS/SCRIPTS/cm_users.

2. Make the following entry in the 'cs_main':

 cs_main ()
 {

 ext, add_misobj, letter, map_rds1karte, 4, txt_brief_Rds1, txt_rds1_order;
 nop;

 }

3. Open the file, '<mission_name>_loc_data.text' in the same folder and insert the following entry. The bold tag refers to the entry in the script file:

 loc_rus ()
 {

 txt_brief_Rds1() {this is the Rds1 Briefing text; }

 }


Creating in-game text messages:

1. Open the file, '<mission_name>_script.engscr' in the folder, loc_rus/levels/LEVELS/SCRIPTS/cm_users.

2. Add the following (between the cs_positions() and trigger() blocks)

 cs_radio1()
 {
 nop;
 wait_time, 10;
 ext, add_text, txt_ldm_Rds1_text_01, 0xffffffff, 16, 0;
 }

3. Open the file, '<mission_name>_loc_data.text' in the same folder and insert the following entry.
 txt_ldm_Rds1_text_01() {\n Commence attack on the enemy position. \n Get going! ; }
« Last Edit: July 04, 2013, 01:29:12 PM by Kyth » Logged
Kyth
Generalfeldmarschall
*****
Posts: 2044


« Reply #8 on: July 04, 2013, 01:18:28 PM »

I've re-phrased the awkward bits to make things clearer for English speakers.
The auto-translation was of a dire quality and it kind of broke up towards the end.  Smiley
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fabianfred
Oberstleutnant
*****
Posts: 124


« Reply #9 on: July 05, 2013, 09:23:00 AM »

available as a pdf here... http://www.4shared.com/office/WUbuARD_/help_with_ME.html
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