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frinik
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Posts: 3145


« Reply #100 on: May 31, 2011, 03:09:11 PM »

MMMMMM a wild guess somebody whose first name happens to start with the letter that come before L but definitely after J?Huh? Roll Eyes

I am afraid Iceman that indeed there's a bug with the ai rotate sector command.It only works sometimes but based on our collective, empirical experience yes....
« Last Edit: May 31, 2011, 03:10:53 PM by frinik » Logged
hemisent
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Posts: 293


« Reply #101 on: May 31, 2011, 09:47:23 PM »

Ok, here's my first question on adding symbols to the map in the ME. After having gone over the manual along with every thread relating to the ME & texts or symbols on this forum here's where I'm at(hopelessly lost as usual).

I've used the short tutorial by Rends as my starting point to add road signs and it worked perfectly.

here's the mission scripts file:
cs_map()
{
   ext, add_mo, map0, arrow0, 0x80006000, 0x80202020, 1.5, txt_md_orel1_vesniny, 0, map_road_vesniny, -1, true, 0; road sign to vesniny works perfectly

   ext, add_mo, map0, arrow0, 0x80006000, 0x80202020, 1.5, txt_md_attack_rub, 0, attack_rub, -1, true, 0;  does not work?
}

And the mission .text file:
loc_rus()

 {
                 txt_md_orel1_vesniny ()  { To Vesniny; } this works
                 txt_md_attack_rub()      this does not work?
}

Using the symbols in the manual pg57 I chose the "attack_rub" symbol to start. I've used Rend's example to begin but it will not show up on the map in the game.

I've been looking at Kyth's single missions to figure out my error but can't come up with what I'm doing wrong. Any help would be greatly appreciated.

Cheers
H
« Last Edit: May 31, 2011, 09:50:20 PM by hemisent » Logged
Kyth
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Posts: 2044


« Reply #102 on: June 01, 2011, 03:22:53 AM »

cs_map()
{
   ext, add_mo, map0, arrow0, 0x80006000, 0x80202020, 1.5, txt_md_orel1_vesniny, 0, map_road_vesniny, -1, true, 0; road sign to vesniny works perfectly

   ext, add_mo, map0, arrow0, 0x80006000, 0x80202020, 1.5, txt_md_attack_rub, 0, attack_rub, -1, true, 0;  does not work?
}

And the mission .text file:
loc_rus()

 {
                 txt_md_orel1_vesniny ()  { To Vesniny; } this works
                 txt_md_attack_rub()      this does not work?
}


I assume you want to place an "attack_rub" symbol on the map?
Some pointers:

ext, add_mo, map0, arrow0, 0x80006000, 0x80202020, 1.5, txt_md_attack_rub, 0, attack_rub, -1, true, 0;

- better to name the map position and text as something other than "attack_rub", which is the actual identifier for the map symbol. A better choice would be "start" or "start_position"
- the "attack_rub" symbol identifier should be specified here instead of "arrow", which is the road-sign symbol.

txt_md_attack_rub()

- This is optional; you can specify the text to be displayed with the map symbol, for example:

{Armour deployment zone 1;}

In summary, here are the suggested changes:

ext, add_mo, map0, attack_rub, 0x80006000, 0x80202020, 1.5, txt_md_ger_startzone1, 0, startzone1, -1, true, 0;

txt_md_ger_startzone1() { Armour deployment zone 1;}
« Last Edit: June 01, 2011, 05:56:41 PM by Kyth » Logged

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"Yes."
whukid
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Posts: 1016



« Reply #103 on: June 01, 2011, 04:05:53 AM »

I pose a simple question to all of you;

What if I was colorblind? Wink
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Kyth
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Posts: 2044


« Reply #104 on: June 01, 2011, 04:11:27 AM »

That would depend whether it's red-green or yellow-blue! In rare cases, everything's in shades of grey,  Tongue

How do you do your texture mods, then?
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"Yes."
whukid
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Posts: 1016



« Reply #105 on: June 01, 2011, 05:21:32 AM »

That would depend whether it's red-green or yellow-blue! In rare cases, everything's in shades of grey,  Tongue

How do you do your texture mods, then?

I was kidding Tongue speaking of which though, they are coming along nicely. I'm still grinding through the scripts for the Finnish mod and plan to release them both at around the same time..
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Kyth
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« Reply #106 on: June 01, 2011, 06:23:23 AM »

Okay, another point to note about the "attack_rub" symbol:

ext, add_mo, map0, attack_rub, 0x80006000, 0x80202020, 1.5, txt_md_ger_startzone1, 0, startzone1, -1, true, 0;

- '1.5' refers to the size of the symbol. Normal size for the attack_rub ranges from 3 to 5;
- The 2 numbers refer to the colour of the symbol and colour of text.
The colours are specified in hex values ranging from '00' to 'ff' , i.e. 0x, alpha value, red, green, blue.
Typical examples:
0xc0000080 = dark blue
0xc0802020 = reddish brown
0xffc000000 = bright red
In the line above, the symbol colour is dark green, while the accompanying text is dark grey.




Suggested changes to the line are:

ext, add_mo, map0, attack_rub, 0xc0000080, 0x80202020, 3.0, txt_md_ger_startzone1, 0, startzone1, -1, true, 0;
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"Yes."
Kyth
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Posts: 2044


« Reply #107 on: June 01, 2011, 06:25:37 AM »


Your reading assignment today is Chapter 9 in the Editor Manual!
Pay special attention to the sections dealing with cs_main() and cs_map(), and Table 9.2, which lists down the available map symbols and their names.
Make sure you understand these sections thoroughly.

There will be a quiz!
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"Yes."
Iceman
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« Reply #108 on: June 01, 2011, 06:42:43 AM »

cs_map()
{

   ext, add_mo, map0, arrow0, 0x80006000, 0x80202020, 1.5, txt_md_attack_rub, 0, attack_rub, -1, true, 0;  does not work?
}
you must have contour attack_rub.
For attack arrow you also can use special symbol attack_dir
Quote
   ext, add_mo, map0, attack_dir, 0xc0800000, , 4, , 0, some_contour, -1, true, 0;
0xc0800000 - red color
0xc0000080 - blue color


And the mission .text file:
Quote
loc_rus()

 {
                 txt_md_orel1_vesniny ()  { To Vesniny; } this works
                 txt_md_attack_rub()      this does not work?
}
txt_md_attack_rub { must be some text; }
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Kyth
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Posts: 2044


« Reply #109 on: June 01, 2011, 05:50:08 PM »

There will still be a quiz!  No doubt about it.

Heh-heh
 Grin
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Iceman
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« Reply #110 on: June 01, 2011, 06:43:16 PM »

Additional. Once I did decoding of blocks for mission of Russian video-lessons. And also has added the new block cs_radio().
Unfortunately is only in Russian.
Russian text
Google translate

I think it will help to understand logic of blocks cs_main() and cs_map()

P.S. You can have not one block cs_radio(), and to have on each trigger the block cs_radio().
I.e. cs_radio1(), cs_radio2(), cs_radio3(), etc
And all of them will be run in parallel.
« Last Edit: June 01, 2011, 07:01:10 PM by Iceman » Logged

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hemisent
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Posts: 293


« Reply #111 on: June 01, 2011, 08:26:21 PM »

Thank you all for your help. All I can say is.... AAAAAARRRRRRGGGGHHHH!!!!!!!!!!!!!
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lockie
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Posts: 2348



« Reply #112 on: June 01, 2011, 08:38:44 PM »

All I can say is.... AAAAAARRRRRRGGGGHHHH!!!!!!!!!!!!!
That's OK Cheesy Just pay attention that radio message is only a feature to add more atmospheric to the game Wink
(So, be on guard to have ability to add a voice Wink
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Kyth
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Posts: 2044


« Reply #113 on: June 02, 2011, 02:53:24 AM »

Thank you all for your help. All I can say is.... AAAAAARRRRRRGGGGHHHH!!!!!!!!!!!!!

Take it one step at a time... Do the map-symbol thingies first...

Then you get to take a quiz!

Heh-heh
 Grin
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"Yes."
frinik
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Posts: 3145


« Reply #114 on: June 02, 2011, 03:16:10 PM »

 Definitely more atmospheric than having a green arrow point at the next objective or rendez-vous location.

You know Hemi one experiemnt you could do in the ME to see if the sector ai_rotate fetaure works insome condition would be to set a movement script to your units to a designated area.Once there assign a sector script with the direction you want them to face.Then add a defence or ambush script.Once the Ai has moved they tend to be more responsive.Might try that and see if it gives good results?
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hemisent
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Posts: 293


« Reply #115 on: June 03, 2011, 02:40:23 AM »

Hey Frinik
 Actually I tried that before I gave up. Thought I'd tackle something a bit different like texts and stuff....my GOD what was I thinking. Where's that purple microdot when you need it? LOL!
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Kyth
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« Reply #116 on: June 03, 2011, 02:58:31 AM »

Like I said, one step at a time...

Just pace it out,
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"What am I, chopped liver..?"

"Yes."
hemisent
Oberst
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Posts: 293


« Reply #117 on: June 04, 2011, 07:59:57 PM »

Hi Guys, after a week of being sick as a dog I'm back and getting into the text stage, taking Kyth's suggestions I'm taking one thing at a time.


I assume you want to place an "attack_rub" symbol on the map?
Kyth, yes, looking for simple directional arrow/pointer to begin with.
Quote
Some pointers:

ext, add_mo, map0, arrow0, 0x80006000, 0x80202020, 1.5, txt_md_attack_rub, 0, attack_rub, -1, true, 0;

- better to name the map position and text as something other than "attack_rub", which is the actual identifier for the map symbol. A better choice would be "start" or "start_position"
- the "attack_rub" symbol identifier should be specified here instead of "arrow", which is the road-sign symbol.

txt_md_attack_rub()

- This is optional; you can specify the text to be displayed with the map symbol, for example:

{Armour deployment zone 1;}

In summary, here are the suggested changes:

ext, add_mo, map0, attack_rub, 0x80006000, 0x80202020, 1.5, txt_md_ger_startzone1, 0, startzone1, -1, true, 0;

txt_md_ger_startzone1() { Armour deployment zone 1;}


Ok, I've edited my two files to look like your suggestions, also changed the outlines/map contour to read startzone1 still nothing is showing up.

loc_rus()

 {
                 txt_md_orel1_vesniny ()  { To Vesniny; }
                 txt_md_ger_startzone1() { Armour deployment zone 1;}
}             
{

   ext, add_mo, map0, arrow0, 0x80006000, 0x80202020, 1.5, txt_md_orel1_vesniny, 0, map_road_vesniny, -1, true, 0;
   ext, add_mo, map0, attack_rub, 0x80006000, 0x80202020, 1.5,  0, txt_md_ger_startzone1,  0, startzone1, -1, true, 0;
}
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Kyth
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Posts: 2044


« Reply #118 on: June 04, 2011, 11:04:36 PM »


Hi Guys, after a week of being sick as a dog I'm back and getting into the text stage, taking Kyth's suggestions I'm taking one thing at a time.

Okay, I was starting to think you'd given up!

A couple of suggestions:

- Did you place a contour on the map named 'startzone1' ?
- Increase the size of the map symbol, and its change its colour:

ext, add_mo, map0, attack_rub, 0xc0000080, 0x80202020, 4.0, txt_md_ger_startzone1, 0, startzone1, -1, true, 0;
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"What am I, chopped liver..?"

"Yes."
hemisent
Oberst
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Posts: 293


« Reply #119 on: June 04, 2011, 11:57:22 PM »

Kyth
  Thanks for getting back to this. Nope, not giving up just a bad case of the flu. My line is now edited to this-all is the same as yours with the exception of 0, and it's still a no-show.

ext, add_mo, map0, attack_rub, 0xc0000080, 0x80202020, 4.0, 0, txt_md_ger_startzone1,  0, startzone1, -1, true, 0;

I'm deleting the  "0" to see what happens, and.......nothing. makes no difference. the symbol does not show up.
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