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save game system / script for SP


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Hello everybody!

My name is Thomas from germany and I read

"GHOST RECON: ADVANCED WARFIGHTER - SCRIPTING FOR BEGINNERS - Patch v1.35"

Thanks to Wolfsong again! :)

After that great tutorial I have tried to make the following:

First idea: GR:AW1 makes a new savegame after the player have killed two member of a enemy group

<!--mission01.xml: starts where all the "user-elements" start-->

<user name="two_enemies_killed">

<trigger type="EnemyGroup" name="save_game_condition">

<enemy group_id="all" condition="2"/>

</trigger>

<event name="save_game"/>

</user>

<!--mission01.xml: starts behind the "event-element-section"-->

<event name="save_game">

<element type="SaveGame" name="check_point01" start_time="2.0"/>

</event>

That doesn't work nothing happens :hmm: and then I tried that:

Second idea: GR:AW1 makes a new savegame after the player have killed all of a EnemyGroup.

<!--I made this for every enemy group in the Mission01.xml I found-->

<!--patrol01 patrol02 patrol03 patrol04 rpg01 rpg02 rpg03 yard01 tequila_mg01 roof01 backroad_patrol01 back_sentry inside_sentry backroad_patrol02 roof03 tequila_roof01-->

<!--mission01.xml: starts where all the "user-elements" start-->

<user name="save_game_patrol01_killed">

<trigger type="EnemyGroup" name="save_game_condition" type="once">

<enemy group_id="patrol01" condition="all"/>

</trigger>

<event name="save_game"/>

</user>

.

.

.

.

.

.

<user name="save_game_tequila_roof01_killed">

<trigger type="EnemyGroup" name="save_game_condition" type="once">

<enemy group_id="tequila_roof01" condition="all"/>

</trigger>

<event name="save_game"/>

</user>

<!--mission01.xml: starts behind the "event-element-section"-->

<event name="save_game">

<element type="SaveGame" name="check_point01" start_time="2.0"/>

</event>

It doesn't work, too! :blink: Something is wrong and I don't see it... :wall:

Can you help me, please? I hope!

There is a savegamemanager.dxe into the quick.bundle, but no tool for editing...

Is there a tool for editing *.dxe-files?

Thanks a lot and have a nice day,

Thomas

P.S.: Sorry for my bad english!! :rolleyes: Thank you!

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Hi there,

I'm not sure what you try to do there with the save game element.

Are you trying to make new scripts for the Single Player Missions?

However this is what my Enemy Group Triggers look like.

Maybe it will help you.


				<user name="patrol1_killed" type="once">

						<trigger type="EnemyGroup" name="patrol1">

						<enemy group_id="patrol1" condition="all"/>

						</trigger>

						<event name="patrol1_killed"/>

				</user>


				<event name="patrol1_killed">

				</event>

And for the *.dxe files.

You can open them with the Notpad++, but I dont know if you will be able to edit'em with that.

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Hi,

Yes, my little script is for the SP of GR:AW 1

In words: I want that the game saves the current game situation after I killed two member of an enemy group.

The script has to work for all the enemy groups of a mission/map.

Some information about the dxe-files:

I found this two things

- in the "bundle.bat" found in the "Modding Tools GRAW2\bundler\"

@ECHO OFF

ECHO Compiling xml files to .xmb

@bundler.exe compile-xml %1

ECHO Compiling dsf files to .dxe

@bundler.exe compile-scripts %1

...

- in the "readme.txt" found in the "Modding Tools GRAW2\bundler\", too

It should then have the same file structure as the the game. For instance:

my_mod/

data/

lib/

managers/

aihivebrain.dsf

guiscreens.dsf

hudmanager.dsf

units/

ai/

aidetection.dsf

settings/

mod_version.xml

Now, we don't have to edit dxe-files, we have to edit dsf-files!!

The bundler.exe of GR:AW2 is able to compile the dsf-files into dxe-files! In that case we need a decompiler for dxe-files back to dsf-files ;)

Have a nice day,

Thomas

P.S.: Sorry for my bad english!! :rolleyes: Thank you!

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I couldn't find any .dsf files in my bundle, but when i create a map it has one,

and i can edit it with the notepad.

and for your save events, this should work.


				<user name="save_after_patrol1_killed" type="once">

						<trigger type="EnemyGroup" name="patrol1">

						<enemy group_id="patrol1" condition="all"/>

						</trigger>

						<event name="save_1"/>

				</user>


				<event name="save_1">

				<element type="SaveGame" name="check_point01" start_time="2.0"/>

				</event>

I never played the SP, is it that hard that you need to have so many savepoints?

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