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sushi jones
Joined: Mon Aug 25, 2008 1:18 am Posts: 10
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Re: Scene Making Tutorial *Build 22 Edition*
It should be noted that the lua stuff from step 4 goes in the scene's Activities.ini, not the *scene name*.ini. I had a heck of a time trying to figure out what I was doing wrong.
Edit: and could you clarify what the "Lua Class name" is for that same step?
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Mon Mar 30, 2009 3:10 am |
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zalo
Joined: Sat Feb 03, 2007 7:11 pm Posts: 1496
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Re: Scene Making Tutorial *Build 22 Edition*
When I said at the end of your .ini, I didn't mean inside your Scene's code, but a few things down a bit. But putting it in its own .ini is fine. The Lua Classname is what what you name your activity in the Lua File Code: function ZombieCaveMission:StartActivity() For Zombie Cave That's the first line in the file. Code: LuaClassName = ZombieCaveMission And this is the Lua Classname. They are same thing.
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Fri May 01, 2009 2:36 am |
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iKP
Joined: Sat Jul 04, 2009 9:30 pm Posts: 55 Location: Bangkok, Thailand
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Re: Scene Making Tutorial *Build 22 Edition*
Is there a B23 version somewhere? ME WANNA MAKE SCENE. Good tutorial tho. Anywhere? I searched but it wont come up! please help me.
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Tue Jul 28, 2009 10:30 am |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: Scene Making Tutorial *Build 22 Edition*
iKP wrote: Is there a B23 version somewhere? There is no difference between b23 and b22 for scene making. You can use this one just fine.
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Tue Jul 28, 2009 3:01 pm |
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iKP
Joined: Sat Jul 04, 2009 9:30 pm Posts: 55 Location: Bangkok, Thailand
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Re: Scene Making Tutorial *Build 22 Edition*
one more question... could we have the effects of the AI Attack area in custom built skirmish maps? If so, any threads about that?
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Tue Jul 28, 2009 5:57 pm |
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ProjektTHOR
Banned
Joined: Tue Feb 27, 2007 4:05 pm Posts: 2527
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Re: Scene Making Tutorial *Build 22 Edition*
Duh102 wrote: There is no difference between b23 and b22 for scene making. You can use this one just fine. Good argument for people not putting BUILD XY EDITION in the goddamn subject line.
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Tue Jul 28, 2009 6:51 pm |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Scene Making Tutorial *Build 22 Edition*
The only thing you need to know is the new Undead.rte folder.
Eg, CreateAHuman("Skeleton","Undead.rte")
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Tue Jul 28, 2009 8:18 pm |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: Scene Making Tutorial *Build 22 Edition*
ProjektTHOR wrote: Good argument for people not putting BUILD XY EDITION Coincidentally, I don't think scene making has changed for the past 5 builds. I think that's over 2 years.
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Tue Jul 28, 2009 10:32 pm |
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Enforcer
Joined: Wed Apr 21, 2010 1:54 am Posts: 124 Location: UK, Surrey
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Re: Scene Making Tutorial
Is there a segment in this tutorial about adding terrain into the game in order to make a scene on it? I do not know what I am looking for.
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Fri Apr 23, 2010 12:30 am |
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Julianius
Joined: Mon Aug 23, 2010 9:20 am Posts: 4
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Re: Scene Making Tutorial
I got problem when I entered the game and I did everything like you said it wrote:
RTE Aborted! (x_x) Abortion in file .\System\Reader.cpp, line 531 , because Failed to open included data file in Base.rte/Scenes.ini at line 256! The last frame has dumped to 'abortscreen.bmp'
What does that mean and how can I fix that? ( I copy pasted everything you wrote in those boxes )
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Mon Aug 23, 2010 7:34 pm |
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zalo
Joined: Sat Feb 03, 2007 7:11 pm Posts: 1496
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Re: Scene Making Tutorial
What I wrote in the boxes was an explanation of each line and variable.
You shouldn't really copy/paste it since some of it is pseudocode.
What you should do is take a scene that's already been made, and then modify it using this guide as a guideline.
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Thu Aug 26, 2010 5:02 am |
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