Megadroid's Mission Mod Preview
Talk about anything related to old versions of Armada.
posted on August 7th, 2009, 8:26 am
could you have multiplayer based on say 3 maps? you get 1 map each to start in and then take a wormhole to the 'battlezone' map
posted on August 7th, 2009, 8:53 am
Baddawg1234 wrote: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.
Why not just make a really big map? If you only wanted the wormwhole to appear at a certian time you can create triggers so the wormwhole isnt see able or there until objectives are completed, ive had lots of fun testing Mega's work...
posted on August 7th, 2009, 9:13 am
Last edited by wfs5519 on August 7th, 2009, 9:37 am, edited 1 time in total.
mostly to create maps with different backgrounds or completely different objects, etc.. mostly for storytelling or event purposes.. for example, i am thinking of a mission that may require you to say establish a base in normal space, open a quantum singularity, enter fluidic space, explore, establish a second base, destroy or capture a target and return safely to your base back in normal space. obviously splitting a map using asteroids to create that type of effect could look off, or silly... i know cuz i tried it b4 haha. it just doesnt create the "entering a new sector, or new environment" effect i was lookn for. creating an effect like that could solve that, if its possible. I am looking for a "get in and get out...quickly" (perhaps with npc enemies on your tail) scenario on a slightly bigger scale.
With that flexibility you could build your own fleet or pick a ship and send it through. i am sure you could do it like armada did it.. where it directs you to build a certain ship or forces you to use a particular ship so that when you get to the next mission the pre-programmed ships come through, giving the appearance that its the ships you built. this application could give the player the choices, choices that could produce different outcomes. really those are a few examples of how it could be used.. there are, i am sure, many other applications for it that i am not thinking of.
I thought it might be something cool to add that modders could toy with a bit and get creative
With that flexibility you could build your own fleet or pick a ship and send it through. i am sure you could do it like armada did it.. where it directs you to build a certain ship or forces you to use a particular ship so that when you get to the next mission the pre-programmed ships come through, giving the appearance that its the ships you built. this application could give the player the choices, choices that could produce different outcomes. really those are a few examples of how it could be used.. there are, i am sure, many other applications for it that i am not thinking of.
I thought it might be something cool to add that modders could toy with a bit and get creative
posted on August 7th, 2009, 4:20 pm
I have had this idea before, but can think of no possible way to do it. especially in multiplayer.
However with that transwarp gate mission, I think that kinda proved it is possible in a mission.
However with that transwarp gate mission, I think that kinda proved it is possible in a mission.
posted on August 14th, 2009, 2:07 am
Update time again. I've completed a basic cineractive implementation. It's still being developed and tested, but so far allows you to start and end cineractive (obviously), and to set the target and position of the camera.
posted on August 14th, 2009, 3:39 am
Glad you got the "ending" problem fixed
Good job SIR!
Good job SIR!
posted on August 14th, 2009, 12:08 pm
Great work going, I'm loving this.
Do you think there will be a way for the Devs to separate single player from multiplayer? So anyone can download custom missions without changing their game version and lose online compatibility? Maybe just use two executables but launch singleplayer from the main menu. I know it would increase the size but maight be worth it if this kicks off.
When will we start seeing a small simple mission megadroid?
Do you think there will be a way for the Devs to separate single player from multiplayer? So anyone can download custom missions without changing their game version and lose online compatibility? Maybe just use two executables but launch singleplayer from the main menu. I know it would increase the size but maight be worth it if this kicks off.
When will we start seeing a small simple mission megadroid?
posted on August 14th, 2009, 1:06 pm
Do you think there will be a way for the Devs to separate single player from multiplayer? So anyone can download custom missions without changing their game version and lose online compatibility?
As long as the odf's themselves aren't changed (aka the ship stats I think) I believe that there will be compatibility.
When will we start seeing a small simple mission megadroid?
I don't know about Megadroid, but I know that as soon as the "switch" is released, Mark is going to begin modding a mission pack... I have already started sketching out a set of missions centered around past events relating to Fleet Operations for this purpose
posted on August 17th, 2009, 3:27 am
I'm currently working on saving/loading single player games, and how mission makers would go about resuming properly in the Lua. I've worked out a system where a resume function is called on map reload. This was more work than it sounds - when loading a saved game, Armada does not call a function I was depending on, which meant I had to do some things to get around it.
Anyway, saving data goes well, and allows for the saving of 31KB of data which is (in a way, with much wibbly wobbly bytey wytey stuff) embedded into the save file itself. At the minute it is the only game ever where you can shoot and destroy your savegames! . You won't be able to do that soon though, so don't start worrying about the AI launching raids on your savegame.
Anyway, saving data goes well, and allows for the saving of 31KB of data which is (in a way, with much wibbly wobbly bytey wytey stuff) embedded into the save file itself. At the minute it is the only game ever where you can shoot and destroy your savegames! . You won't be able to do that soon though, so don't start worrying about the AI launching raids on your savegame.
posted on August 17th, 2009, 4:34 am
Megadroid wrote:Hi all
I've been working on a single player mission mod along with redmanmark. It's gotten to the point where there is something to see and not many bugs, so I thought I would post the current version here.
To install it, just download the attached zip file and paste the contents into your A2 installation directory. My mission overwrites the first tutorial mission for now, so it only works on the PP, since FleetOps doesn't have a missons screen.
To run it, just go to single player and start the user interface tutorial.
Some features of MMM:
- Partial Lua integration (still some way to go before everything is accecssible from lua)
- Move orders
- Visibility checks
- Objectives
- Sounds
Note : If it doesn't run, please tell me so I can fix it!
Edit - fixed now. I really hate redistributing stuff If you were quick enough to get the broken version, redownload.
what modd does this go with?
posted on August 17th, 2009, 10:07 am
None, stock A2, but when fleet ops SP is reintegrated, I'm guessing there will be a fleetops one.
posted on August 20th, 2009, 10:05 pm
btw. in incorporated the switch to activate the singleplayer menu in the dev version today. so it'll be available with the next version to be enabled through the rts_cfg.h file
posted on August 20th, 2009, 10:07 pm
Most excellent: thank you Doca!
posted on August 20th, 2009, 11:50 pm
Cool. Thanks a lot
posted on August 21st, 2009, 1:25 pm
Hmm, one thing that might be nice to add in there (not sure if it's been done) are timers: aka, you have this long to hold out/destroy said structure (perhaps before next event happens) and also maybe another event where you can't let the health of a unit drop below a certain margin.
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