Megadroid's Mission Mod Preview
Talk about anything related to old versions of Armada.
posted on August 1st, 2009, 2:30 am
Haha sweet
Sounds like you are doing some amazing work there
Sounds like you are doing some amazing work there
posted on August 1st, 2009, 3:06 am
I look forward to having some kind of mission editor.......even if its not as user friendly as the map editor id still would love to see it. Keep up the good work!!
posted on August 1st, 2009, 11:43 am
Ok this is making me want to start hacking into armada now, just have no clue where i would start....
posted on August 5th, 2009, 3:25 pm
Right, I've added timers, and the ability to enable/disable ship systems. Also reorganised the loader dsl a bit too.
Anyway, I was wondering if anyone had any specific requests for things they want to be able to do that I might have overlooked.
Anyway, I was wondering if anyone had any specific requests for things they want to be able to do that I might have overlooked.
posted on August 5th, 2009, 4:03 pm
is there any way to add a single player/custom campaigns button to FO?
or maybe set it in skirmish somehow ?
or maybe set it in skirmish somehow ?
posted on August 5th, 2009, 9:09 pm
well getting cinematics working would be great, so telling armada to follow paths basically, that includes ships following them i guess...
erm, forced trading commands, load specific aip scripts, dont really overly need but map editor cna ignroe it sometimes so forced techtrees, manuvering commands, you know how you can choose how you want a ship to attack another. cannot die or invincible command? more to come as i make more missions.
erm, forced trading commands, load specific aip scripts, dont really overly need but map editor cna ignroe it sometimes so forced techtrees, manuvering commands, you know how you can choose how you want a ship to attack another. cannot die or invincible command? more to come as i make more missions.
posted on August 6th, 2009, 8:28 am
disorder wrote:is there any way to add a single player/custom campaigns button to FO?
a switch is planned for a future version to re-enable the campaign menu
posted on August 6th, 2009, 9:34 am
i remember requests in other threads that may be relevant: trigger events, such as if you blow something up or destroy it, a new event is formed or results, like the spawning of a nebula, or the clearing of a nebula or asteroid field. And the other: randomizing wormhole exit points.
posted on August 6th, 2009, 9:40 am
Entity spawning is up there on the list of things to figure out how to do. Now, wormhole randomising is also close to being possible. I can do it by randomising the position of each end, but it shouldn't actually be too difficult to provide a way of setting the linked wormhole from Lua.
posted on August 6th, 2009, 3:30 pm
Just an update : I've just got entity spawning in - you can now spawn any entity you like from Lua.
posted on August 6th, 2009, 5:48 pm
Megadroid wrote:Just an update : I've just got entity spawning in - you can now spawn any entity you like from Lua.
Woot! All my dreams involving A2 are slowly coming true! I'll owe you big time if you finally crack making sp missions...
I suppose I'll throw in a request: cinematic cameras moving around without the interface showing up?
posted on August 6th, 2009, 8:31 pm
Another update : I've implemented a basic random linking wormhole (it basically switches the links on wormholes round every so often).
I've been looking into this and haven't made any progress yet really, but I'll continue investigating. After all I didn't think I would have entity spawning added today.
The Undying Nephalim wrote:I suppose I'll throw in a request: cinematic cameras moving around without the interface showing up?
I've been looking into this and haven't made any progress yet really, but I'll continue investigating. After all I didn't think I would have entity spawning added today.
posted on August 6th, 2009, 9:37 pm
Release that whorm hole PLEASE!! I have spent many long hours trying to do that. How...Never mind, I don't want to know. I will figure it out when you are finished.
God Speed Megadroid!
posted on August 7th, 2009, 2:03 am
OK, apparently I've been a bit dumb and somehow convinced myself that MMM would only work on campaign mode, completely forgetting that you can set the script file on any map type. Whoops. So yeah, now it's also running in Flops instant action.
The wormhole does need the mission mod, although the mod itself is the dsl file and the Lua files, so it isn't too big (about 80k zipped). Of course custom missions may need custom content that would push the size up a bit, but it still wont be that big.
I've now also added map pinging, and replaced the hacky way I was setting craft names. Apparently I missed the "SetCraftName" function somehow..
Adm. Zaxxon wrote:
Release that whorm hole PLEASE!! I have spent many long hours trying to do that. How...Never mind, I don't want to know. I will figure it out when you are finished.
God Speed Megadroid!
The wormhole does need the mission mod, although the mod itself is the dsl file and the Lua files, so it isn't too big (about 80k zipped). Of course custom missions may need custom content that would push the size up a bit, but it still wont be that big.
I've now also added map pinging, and replaced the hacky way I was setting craft names. Apparently I missed the "SetCraftName" function somehow..
posted on August 7th, 2009, 6:42 am
Last edited by wfs5519 on August 7th, 2009, 8:31 am, edited 1 time in total.
hmm could events such as entering a wormhole, for example, be set to initiate a new map and maybe even back again? so if a ship enters a wormhole in a map, a new map loads and the ship can exit out of a wormhole onto the new map, and maybe could even go back again. campaign purposes only.. I don't see how it would even be remotely possible to apply that to multiplayer without causing a lot of confusion or possible crashes.
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