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B21 Campaigne help http://45.55.195.193/viewtopic.php?f=4&t=12061 |
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Author: | devilsboy005 [ Sun Aug 24, 2008 7:50 am ] |
Post subject: | B21 Campaigne help |
I was wondering if anyone ahs figured out how to beet the first level of campaigne because all it seems to me is like a skirmish with a pre-built base. |
Author: | RyaWolf [ Sun Aug 24, 2008 7:55 am ] |
Post subject: | Re: B21 Campaigne help |
Note: Spell Check your post next time. I think its just supposed to show you the awesomeness of lua scripting, and all the new features on that map. If there is a way to complete it, then i would like to know. |
Author: | Grif [ Sun Aug 24, 2008 7:55 am ] |
Post subject: | Re: B21 Campaigne help |
It's not completable; it's a template of how to make a scene with Lua. And tremendously useful in that respect. |
Author: | Lord Tim [ Sun Aug 24, 2008 8:03 am ] |
Post subject: | Re: B21 Campaigne help |
The cool thing is that you can add any win condition that you want to it. |
Author: | RyaWolf [ Sun Aug 24, 2008 8:05 am ] |
Post subject: | Re: B21 Campaigne help |
Lord Tim wrote: The cool thing is that you can add any win condition that you want to it. What do you mean by any win condition, and what is the "it" you are referring to? |
Author: | Jackzon47 [ Sun Aug 24, 2008 11:36 am ] |
Post subject: | Re: B21 Campaigne help |
Yes, Tell us. |
Author: | robowurmz [ Sun Aug 24, 2008 1:27 pm ] |
Post subject: | Re: B21 Campaigne help |
"Win Conditions" are certain objectives you can program into Lua scripts (Base.rte/Scenes/Scripts folder) that make player 1 win: I.E, you win the mission. "It" refers to the scene's script file. |
Author: | Coded One [ Sun Aug 24, 2008 3:37 pm ] |
Post subject: | Re: B21 Campaigne help |
And what exactly is this template showing? In other words, what special Lua magic pixie dust does this map have that a build 20 map wouldn't? In other words, what triggers does this map have? In other words... okay I'll stop. |
Author: | Grif [ Sun Aug 24, 2008 6:08 pm ] |
Post subject: | Re: B21 Campaigne help |
It has activities logic, it has area logic, it has game timing logic and it exposes dozens of things that can be used in Lua scenes. |
Author: | Duh102 [ Mon Aug 25, 2008 1:50 am ] |
Post subject: | Re: B21 Campaigne help |
This means you can edit activities through Lua. If you notice, Magniot only drops dummies with AK47s, no matter what you change the activities to. |
Author: | Grif [ Mon Aug 25, 2008 1:52 am ] |
Post subject: | Re: B21 Campaigne help |
Yes, because it's a campaign mission, not a skirmish mode, and therefore has its own activities. The activities file happens to be a .lua script, but it's still loaded from Activities.ini. |
Author: | Omni [ Mon Aug 25, 2008 7:47 am ] |
Post subject: | Re: B21 Campaigne help |
Might we see the normal activities outsourced to a Lua script, and perhaps an activity file chooser when starting Skirmish mode? It could be an additional option next to the difficulty levels, so as to not override the difficulty concept completely. |
Author: | robowurmz [ Mon Aug 25, 2008 8:19 am ] |
Post subject: | Re: B21 Campaigne help |
Not only this, but with the Lua Activities, you do not need to add your mod to the index of Base.rte, since Lua looks through all the files to find the actors and weapons when specified. |
Author: | Omni [ Mon Aug 25, 2008 10:23 am ] |
Post subject: | Re: B21 Campaigne help |
robowurmz wrote: Not only this, but with the Lua Activities, you do not need to add your mod to the index of Base.rte, since Lua looks through all the files to find the actors and weapons when specified. If only this worked or could be controlled in the scene editor. Also, is it just me or are the scene and area editors hazardous and sloppy in execution? The scene editor is doing decently, though it refuses to save the scene if it can't find a "scenes/" folder in the rte. The area editor is still quite difficult to use with problems such as saving scenes to Base.rte when not told to and deleting parts of the file it doesn't understand. (Like campaign mission definitions.) Also, I think the scene editor may have erased my areas. Not positive, I was being confused by juggling between files. What we need is a redone and consolidated scene editor that takes care of both object placement and areas, and perhaps allows basic editing of campaign definitions and the creation of a basic Lua file, though it would still need to be edited elsewhere. A somewhat rethought bunker module system might be good too, though I'm not sure what would be best. I find a combination of the ease of the normal modules with the flexibility of Taehl's tiles to offer options to all parties. I'd like to see an official tile system. I bet Prom could really make the tiles feel fluid. |
Author: | Duh102 [ Mon Aug 25, 2008 4:15 pm ] |
Post subject: | Re: B21 Campaigne help |
What would be best for compatibility is a bunker module smasher. You would paste together sections of bunker like normal, but when you save the scene it sticks all bunker modules together into a giant one, BG FG and Mat .bmps in the .rte itself. Another trick would be sticking in the doors, hazards, and actors in the .rte as well. |
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