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Single Mission modding, scripting, etc.


EricJ

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Not that I know of, I learnt by unbundling SP (campaign) missions and comparing the differences.

Below is an outline of what's needed (without details though):

1. The world_info.xml will need to be changed for SP play.

2. The mission script needs to be updated to remove the "SetSpawnLocation" as this is not needed, save points are used instead, you also need to update a lot of code to make it SP compatible,

3. You need to open the map in the editor to add a large location called "loc_kill" which needs to encompass the entire playable area.

4. Briefing maps will have to be made along with the strings.xml for the briefing text.

5. The amount of AI needs to be reduced, coop maps contain far to many for SP missions.

There maybe more that I have missed as this is off the top of my head.

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Converting enough missions to make a full blown campaign can take several weeks, it's worth it though as they are still quite popular.

As I said the best way to learn is look at other missions, you will need to have a good grasp of making missions in the first place though.

I will be making another campaign sometime in the future as I have 20 plus missions that haven't been converted.

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Playing my own abandoned missions the last week with a few others. Forget this talk, what is needed, is for someone to go in and alter all the code for the AI and the vehicles, whatever, and create a new mod. From what we have been through, we have to get in and start changing all this default stuff. This has to be done. Can be a base set up for any other mod, but only 1 mod can run at a time, so modders need to work together.

I abondoned my modding work with this game because nobody wanted me to create a mod.

Custom levels, all the community wanted. No other modder wanted there mods to be compiled with my work.

Pretty much anything is possible in this engine if you desire, GRIN did try to give us that.

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THat's cool, I just need to spend some time learning that's all. I played your ogr_redux campaign, and other than the Havocs, was pretty cool. Though I know how to get rid of them through coding snips for the Codename Farrallon mission.

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I mean how about a find OBL style campaign? That'd be popular, with a final mission a raid on the compound.... of course if there were the appropriate type of targets, or just make it a Mex campaign and so on... I just need to develop the skillz, etc.

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There are some basic stuff you can alter in units/vehicles, but tbh, these values are pretty much about right. If you look in lib/units/ai/vehicles, and open up the dxe files in notepad, you can see snippets of all sorts of settings, and I think unfortunately that these are the files that really need editing. As far as I know, nobody managed to decompile the dxe file too. Same seems to apply for more indepth control over the ai soldiers. However you can change the ai skill_shooting which works, but do not see this info for vehicles.

tank_brain

detection_point=anim_turret

I cannot find these anywhere, so I guess this is also within the dxe files?

Settings used within the mission file:

SetGlobal: det_auto_detected, det_see_zone1,2,3,4... You can give these really high values and they do help, however they simply go straight out the window once 1 single tango sees you, or hears you, etc. Not really sure that you can get very far right now. Would love to have access to those dxe files.

The easy solution on hitting the helis with RPG, seems to be having a delay of a few seconds before it moves off to the next waypoint.

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Stone the crows! Some interesting stuff in here, not thought to look at the graw1 setup, thnx. Have to look through the rest now. Ha, yeah, hopefully try copy and paste some of this stuff to see if it will work first. Good find, will have a play with this at weekend. <_<

Flicking through various stuff, I still think the majority relies on main source code that is still within the dxe files, but we will not know until we start creating some test actor, vehicle setups.

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