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Webwing

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Posts posted by Webwing

  1. Originally posted by DeLaVega:

    Thanks for your answer Webwing. But wouldn`t army 2 and 3 fight each other, while mine is just not usable?

    If you need them firing then they must be enemies. If you don't need them to fire make them allies.

    You can move the units from Army1 (neutral) to the others using the script.

    Also you can move the camera around using the script too. You can even choose a unit and tell the camera to target that unit. Just like in the opening videos in the missions in game.

    Originally posted by DeLaVega:

    I will try to work around the placeholder thing with the way you suggested and create more armies.

    Forget about placeholders! smile.gif

    You really don't need them for your movies.

    Use only the units in army2 and army3 and then... no placeholders required.

    If I were you I would make the whole movie as a script/trigger. And then film the result in game. The camera movements are smoother this way. You can point the camera in one direction and then tell it to turn X degrees, etc. You tell the camera to move from A to B in X seconds and to change the height. A lot of control.

    Still, I think your movies are absolutely fantastic so it's just a matter of finding ways to save you time really.

  2. First let me say that I'm not a DEV and I don't work or have anything to do with BF. So, those tutorials are just my tips for other players like myself. I try to show other players the stuff that I have learned from reading the documentation that came with the game, looking at the code of other missions and basically just messing around with the editor.

    There is a lot of stuff in there, parameters and commands for which there is no info and that I don’t have a clue what they are there for. I’ll just have to go messing with it to find out I guess.

    What I mean to say is that this is totally unofficial! :D

    ---

    My motivation to do this was that I saw people a bit intimidated by the Editor and there was lately all this talk in the forum about code and script that was scaring people even more, interesting though it was. So I decided to go the other way. ;)

    As for your question about Placeholders I’ll tell you what I have found so far. Again I’m no expert and the DEVs probably have a better answer for you.

    Placeholders are only necessary for your units. If you don’t use them they will show up in the center of the map.

    For detachments you use…. the detachment placeholder!!!

    If you created a mission only for your movie, then you don’t need any units in Army1! Or you might need at least one.

    This way you get rid of the placeholders.

    Create 2 more armies. Make them enemies in the diplomacy tab. Make your army neutral.

    I did a mission just for a movie too. I used several points for the various camera positions and also to make units “teletransport” to the points I wanted them to go. It works fine.

    The movie commands are not documented though. So there are parameters, for instance in the fadein, that I don’t know what they are there for….

    Hope that helps you.

  3. --

    I just checked bestsharing.com stats.

    So far 201 downloads! That's incredible!

    Again, thanks for all the kind words. I really appreciate it.

    The idea is to have a complete set of tutorials to show all the aspects of the editor necessary to have a reasonably complex mission put together. It's not ever gonna be a thorough guide though. More like a base for people to build upon.

    I just hope I can keep up with the demand! :D

    -

  4. Originally posted by Peter Jackson:

    I’m having problems running the avi files using Windows Media Player 11.0. All I get is sound with no video. Do I require a special codec to enable me to run the files?

    Any help will be greatly appreciated.

    DivX 6.0 codec if you want to use Windows Media Player.

    or, like War RaVeN pointed out, VLC.

  5. Thanks for the feedback!!!!!

    I was not sure how usefull they would be. I thought people that already used the editor would find nothing new in them and people that did not like the editor wouldn't pay attention.

    I'm glad I was wrong!!

    I'm checking to see what happened with the links of the videos.

    Some kind of problem with bestsharing.com, the links are correct.

    I'll delete them and upload them again.

    Sorry for the trouble!

    --

  6. -

    Don’t like coding? Don’t know anything about triggers and scripting?

    Fear not! You still can put together some interesting missions, done from scratch.

    Don’t believe?

    The purpose of these video tutorials is to prove that it is possible.

    Watch the videos and follow the instructions. That’s all it takes.

    All the code you will need will be in a text file. You’ll just have to copy and paste! And again I will show you what you need to copy and paste.

    You will find out that the mission editor can be easy and fun to use once you know what it is all about.

    Video file, with audio. DivX 6.0 codec.

    TOW Editor Tutor 01 - mediafire

    Create a basic mission set up.

    File size: 52M

    Duration: around 20 min.

    TOW Editor Tutor 02 - mediafire

    How to set up a deployment area.

    File size: 10M

    Duration: around 5 min.

    TOW Editor Tutor 03 - mediafire

    Points, reserves and permissions.

    File size: 17M

    Duration: around 8 min.

    TOW Editor Tutor 04 - mediafire

    Reinforcements

    File size: 8M

    Duration: around 6 min.

    TOW Editor Tutor 05 - Mediafire

    Move, Defend and Hold.

    File size: 20M

    Duration: around 10 min.

    TOW Editor Tutor 06 - mediafire

    Support - Art, Mortar and Air

    File size: 28M

    Duration: around 14 min.

    TOW Editor Tutor 07 - mediafire

    Briefing Map - Edit the graphics in the map.

    File size: 50M

    Duration: around 20 min.

    -

    [ February 22, 2008, 05:17 AM: Message edited by: Webwing ]

  7. @nonickch,

    Thanks for the thorough explanation!

    Originally posted by nonickch:

    Oh, and Webwing. I haven't understood your background in coding man. If you're well into all these stuff just say so, from the syntax of your question I thought you didn't know of instancing in general.

    You haven't understood my background cause I don't have one!!! :D

    I'm an illustrator and graphic designer actually.

    I read a few tutorials and tried to teach myself how to code in Java and then PHP and MySQL for a site I was designing. It came in handy when I faced some mission editors that used code later on!

    So no formal background here! It's a challenge and I enjoy that.

    Originally posted by nonickch:

    Hell, even GOTO is in the language, but if anyone uses it, he needs to be shot (by a 43/41 at point blank range)

    This language doesn't have FOR or WHILE loops so if you don't use LABEL and GOTO how can you do a loop?

    --

  8. Although we will be waiting for the Devs answer on this one I'd like to add a few observations.

    1. I find it specially annoying to see troops that were given the move command just keep on walking even when fired upon! It happens a lot.

    So it kind of surprises me that you ask if they change to Defend if fired upon.

    I understand that you found a script that checks for the command state and that's why you ask. I'm also curious to the hear the answer.

    2. As I understand and could observe in other "official" missions they use the destroy trigger only for triggers that are loops and that are not needed anymore. I guess is to save processing cycles.

    I use it for instance in submissions fail and win triggers. The mission has not finished yet but the fail (or win) trigger will be looping nonstop uselessly since the win requirement has already been met.

    In the case of instances I'm not so sure. Can you call several instances of the same trigger and have them all running at the same time? Probably need to destroy it before calling another instance..!?

    Since you create all triggers in the mission editor they are there at the same time when you save the mission so I don't know how they could have the same name.

    Am I right in this reasoning?

    --

  9. Originally posted by Sabai:

    we should be able to edit the data sheets to add weapons, names or backpacksets hopefully in the editors next version....

    I hope I'm wrong but from what has been said in this forum the only thing the Map Editor will do is add or delete static objects.

    An editor to do more than this only as an unofficial tool.

  10. --

    Apparently what we will get with the so called Map Editor is just the current maps with the ability to delete or add the static objetcs.

    I don't expect to be able to change terrain properties or elevations. Not in this editor. But I'm optimistic about some MOD tools though.

    --

  11. Originally posted by Oudy:

    Webwing

    I'm looking at the whole visibility issue as well, the enemy troops should only act on units they see or have been seen. The problem is that there is no easy way to determine what unit you see. You have to loop through every enemy group and check them individually. I've not found an elegant way to loop through all of the groups to test visibility. There are some workarounds I've thought of but as far as I can tell you can't easily loop through them all. I would love advice if anyone has found a good way to do this.

    I would love a command like GetNUnits that would filter for visibility. That way you could add a rectangle around visible units and attack them.

    Oudy

    You mean you want to know, if a unit sees an enemy unit what type of unit is that, a tank, inf, etc?

    You need that in order to know what action to take against it... right?

    TRUE or FALSE won't do.... ;)

    Only way I can figure is the way you are doing.

    If you do it like a function in a separate Trigger with IN and OUT the you do it only once and can use for all missions you make.

    I guess even if there is a command to do this it would loop under the hood anyway.

    Originally posted by Oudy:

    The scripting language is fairly robust, but there are a few commands I would love to see.

    Oudy

    I agree. We could sure do with a half a dozen extra commands. Maybe we could start a wish list... smile.gif

    I'd like one to know if a specific soldier in a squad is still alive, among a few others...

    [ May 17, 2007, 05:19 PM: Message edited by: Webwing ]

  12. Originally posted by SlapHappy:

    For any future modded or designer created campaigns, it would be more effective, IMO, to scale back to several battles recreating a smaller time scale than was used for the main campaigns.

    For instance, instead of trying to encompass all German engagements from 39-45 with a dozen or so battles, create campaigns that just cover Hurtgen Forest or maybe even a smaller segment of that action.

    Also more battles with a much more limited access to armor and very heavy on infantry. The current balance in m ost battles still seems tank-heavy.

    It would be great to see one of those russian infantry charges against german trenchlines at 4-1 or better odds. I can see the smoke rolling off the processor and vid-card, now! smile.gif

    I'd be happy to code a mission like that.

    If you have a "plot" and the exact OOB I could try and do something.

    ---

  13. Originally posted by Michael Dorosh:

    My goodness Michael!!!! If they use your list as a guide it will easily take a decade to finish with the resources they've got. :eek:

    Still, an awesome list. :D

    Hope they find a way to do it all in a reasonable time frame.

    I was almost forgetting. They mentioned they would be also working on some other ADDONS for CMFS at the same time as doing the WW2 game. Now I'd like to know how they will pull that off.

    [ May 17, 2007, 04:09 PM: Message edited by: Webwing ]

  14. Originally posted by Cincinatvs:

    Hi Dmg

    How the "Sendmessage " trigger is working ?

    How can I edit a message? where is it stored before being used by the Trigger ?

    Tx

    Campaign Editor.

    Find your mission. Stringable. Add a String, give it a name and a text. That's it. Then call it from a trigger.

  15. Originally posted by nonickch:

    But uhm... how does one pass variables to called triggers?

    That's like a showstopper.

    I strongly advise you to read the triggers reference .

    3.1.5 - Parameters for Triggers IN and OUT.

    This is what you are looking for to start your OOP coding.

    --

  16. Originally posted by nonickch:

    Well, you can't compare the sensory input of a human and a computer and assume they can reach similar conclusions.

    I don't think the AI will be even close to a human opponent in games. At least in the near future.

    Still, if you were not the mission designer and you play a well designed mission you will get the felling of an intelligent opponent controlling the enemy army.

    Originally posted by nonickch:

    abstraction over those simple commands one can reach a much more advanced "language" in which "flank (Left, target, Army)" makes sense.

    The problem with this abstract concept is that in this case Army is too general. You have your forces spread all over the map. Which unit is the AI going to flank?

    Also I think the most realistic way to script is to use the visibility function. So the AI only reacts to what it has seen in the area it has seen it. And that is not so much work with the language we have now.

    But I understand what you are saying. It would be great to just tell the AI: "Hey, if the troops try to surround you, launch an all out attack in the center. " Instead of having to code endless lines of code to have it do just that. A modder with programing skills could do that. But will someone be willing?

    -

  17. Actually scripting makes the AI more "intelligent" than the tactical AI found in CM. But its a trade off, the burden of planning the tactics is with the designer.

    But you don't even need "extensive scripting" to achieve what you intend. With the tools at hand you can have varied and very complex opponent behavior.

    The script itself doesn't do anything much different than a human player would do. Like if he sees x number of troops approaching from one side he will then do this and that.

    You send a scout to check for the enemy in the area. You move your troops to one side, etc.

    Most everything you do while playing you can script the AI to do as well. Plus there is the randomness that you can program to add some replayability to the mission.

    But yes, it takes time to do it. I see it as a game in itself. And a lot of fun.

    I would like to see more commands that would give even more control over units. Also some already incorporated seem not to be documented.

    If you open some of the missions that shipped with TOW you will see many techniques that can be employed to do what you want.

    -

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