View unanswered posts | View active topics It is currently Wed Jan 15, 2025 8:04 pm



Reply to topic  [ 18 posts ]  Go to page 1, 2  Next
 B21 Campaigne help 
Author Message
User avatar

Joined: Thu Mar 06, 2008 2:14 am
Posts: 94
Reply with quote
Post 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.


Sun Aug 24, 2008 7:50 am
Profile
User avatar

Joined: Sat Apr 05, 2008 11:54 pm
Posts: 116
Location: In your basement
Reply with quote
Post 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.


Sun Aug 24, 2008 7:55 am
Profile
REAL AMERICAN HERO
User avatar

Joined: Sat Jan 27, 2007 10:25 pm
Posts: 5655
Reply with quote
Post 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.


Sun Aug 24, 2008 7:55 am
Profile
User avatar

Joined: Fri Apr 27, 2007 4:55 pm
Posts: 1178
Location: America!
Reply with quote
Post Re: B21 Campaigne help
The cool thing is that you can add any win condition that you want to it.


Sun Aug 24, 2008 8:03 am
Profile
User avatar

Joined: Sat Apr 05, 2008 11:54 pm
Posts: 116
Location: In your basement
Reply with quote
Post 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?


Sun Aug 24, 2008 8:05 am
Profile
User avatar

Joined: Wed Jul 16, 2008 9:14 pm
Posts: 108
Reply with quote
Post Re: B21 Campaigne help
Yes, Tell us.


Sun Aug 24, 2008 11:36 am
Profile

Joined: Thu Aug 16, 2007 10:09 am
Posts: 163
Reply with quote
Post 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.


Sun Aug 24, 2008 1:27 pm
Profile
User avatar

Joined: Sat Mar 15, 2008 10:32 pm
Posts: 93
Reply with quote
Post 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.


Sun Aug 24, 2008 3:37 pm
Profile
REAL AMERICAN HERO
User avatar

Joined: Sat Jan 27, 2007 10:25 pm
Posts: 5655
Reply with quote
Post 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.


Sun Aug 24, 2008 6:08 pm
Profile
happy carebear mom
User avatar

Joined: Tue Mar 04, 2008 1:40 am
Posts: 7096
Location: b8bbd5
Reply with quote
Post 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.


Mon Aug 25, 2008 1:50 am
Profile
REAL AMERICAN HERO
User avatar

Joined: Sat Jan 27, 2007 10:25 pm
Posts: 5655
Reply with quote
Post 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.


Mon Aug 25, 2008 1:52 am
Profile
User avatar

Joined: Sat Jan 27, 2007 9:38 am
Posts: 170
Location: St. Louis, MO
Reply with quote
Post 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.


Mon Aug 25, 2008 7:47 am
Profile WWW

Joined: Thu Aug 16, 2007 10:09 am
Posts: 163
Reply with quote
Post 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.


Mon Aug 25, 2008 8:19 am
Profile
User avatar

Joined: Sat Jan 27, 2007 9:38 am
Posts: 170
Location: St. Louis, MO
Reply with quote
Post 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.


Mon Aug 25, 2008 10:23 am
Profile WWW
happy carebear mom
User avatar

Joined: Tue Mar 04, 2008 1:40 am
Posts: 7096
Location: b8bbd5
Reply with quote
Post 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.


Mon Aug 25, 2008 4:15 pm
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 18 posts ]  Go to page 1, 2  Next

Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.067s | 14 Queries | GZIP : Off ]