Megadroid's Mission Mod 1.0.1

Announcements and news by us. Post comments about them here.
1, 2, 3
posted on October 30th, 2011, 10:38 pm
Is anyone considering doing an actual mission with this mod?
posted on November 4th, 2011, 6:49 pm
I hope so...so far i have not heard of ANYONE to try it out.
posted on November 4th, 2011, 6:54 pm
exactly my point. Although it sounds so promising! Guys! Make Missions! I beg you :) My time schedule is so tight, I cannot do it :( and I am not a skilled mapper. But I want to play some missions *crying* Or maybe many people in fact are working on maps at the moment, but it just needs time?
posted on November 4th, 2011, 7:02 pm
I have considered trying but i just don't know much at all about this programming language.
posted on November 5th, 2011, 2:37 pm
Yes, I understand having to learn Lua is a bit of a blocker. I was reluctant to make tutorials on how to learn the language as I felt that I might not be able to teach it as well as the actual language people, but perhaps some in context "learn the language, learn the mod" tutorials might be useful.
posted on November 5th, 2011, 4:19 pm
Well i remember working with you on your earlier betas Megadroid and to be honest i was picking up LUa pretty quickly as you have done most of the base work, the rest on our part is merely writing english in my opinion.

The best way to learn is just to jump in and start with simple commands like go here, when here this event happens blah blah...

my trial map had dialogue and ships decloaking and warping in and stuff and thats when your mod was in the baby stages, i can only imagine what it can do now... so get stuck in people!
posted on November 19th, 2011, 8:02 pm
Still noone up to the task? Would be such a shame not to use those new possibillities :(
posted on November 19th, 2011, 8:47 pm
i think the main issue is that not many people are capable of using lua. i know i dont have a clue about it.
posted on November 19th, 2011, 9:35 pm
Yes, that is the main issue really. I'm working on a visual editor but it takes time. In the meantime I don't mind helping people out with Lua and script questions if they get stuck.
posted on November 19th, 2011, 9:37 pm
visual editor? so point and click instead of lua? that would probably be the tipping point and mmm would get used a huge amount.
posted on November 20th, 2011, 9:25 am
Megadroid wrote:Yes, that is the main issue really. I'm working on a visual editor but it takes time. In the meantime I don't mind helping people out with Lua and script questions if they get stuck.


Sounds awesome. But still I hope someone out there will come up with a set of simple missions! I believe that would make others to jump in when they see what CAN be done with MMM.
posted on November 20th, 2011, 2:14 pm
I'm going to *attempt* to recreate Dark Omens from Armada 1. This has been one of my favourite missions for years, however I have no experience at all with LUA's, so I need some help with it please.

I've created the map, have a variety of derelict ships, a Fed Starbase, basic shipyard and 1 refinery. I created a Soverign class ship and named it USS Enterprise, increased it's shields and hull health to make it more into a 'capital' ship.

For the borg I created the assembly matrix and a resource node, and I want to spawn 4 probes, 2 collectors and an assembler when I reach 260 dilithium. This will give us time to board the derelict vessels, start mining, repair the majority of the ships etc.

Anyway, I hope you don't mind Megadroid but I wanted to try and adapt your MonitorTutorial LUA to this, but I have NO EXPERIENCE with LUA at all, only some extremely basic VB editing. This is the code after a bit of editing, but I cut out the ignored text so it takes up less space on the forum.

Code: Select all
class 'DarkOmens'
function DarkOmens:__init( )   
end

function DarkOmens:setup( )
   function checkDilithium( monitor, amount )
      return Player( 1 ).resources.dilithium >= amount
   end
   
   function onDilithiumTargetReached( monitor, hook )      
      Entity.add( "bor_assemblerY.odf", 2, Vector(6603, 0, 1317) )

      monitor:stop()
   end
   
   local newMonitor = Monitor( "DilithiumMonitor", false, nil, checkDilithium, 260 )
      newMonitor:hook( "onDilithiumTargetReached", MonitorHook.Type.OnTrue, nil, onDilithiumTargetReached, nil )
   Objectives:load( "DarkOmensObjectives.txt" )
   Objectives.visible = true   
end

MMM.register( DarkOmens( ) )


Anyway, I'm not entirely sure if it's because I'm playing the map after opening the map editor instead of through the instant action, but I can't get the ship to spawn. Is this because the LUA isn't loading with the map?

And once this is working, I would like the same LUA to add the 4 probes and collectors, is it a case of adding this under the Assembler spawning part of the code?

Code: Select all
   
        function onDilithiumTargetReached( monitor, hook )      
      Entity.add( "bor_interceptor.odf", 2, Vector((x, x, x) )
   function onDilithiumTargetReached( monitor, hook )      
      Entity.add( "bor_interceptor.odf", 2, Vector((x, x, x) )
   function onDilithiumTargetReached( monitor, hook )      
      Entity.add( "bor_interceptor.odf", 2, Vector(x, x, x) )
   function onDilithiumTargetReached( monitor, hook )      
      Entity.add( "bor_interceptor.odf", 2, Vector((x, x, x) )
   function onDilithiumTargetReached( monitor, hook )      
      Entity.add( "bor_assemblerY.odf", 2, Vector((x, x, x) )


Thanks
posted on November 20th, 2011, 4:08 pm
Have you set the script file on the map to the MMM loader dll? Also try running it through the single player menu and see if that works...
posted on November 20th, 2011, 6:05 pm
MMM scripts won't load if you go through the map editor, as they would interfere with the editing process. Going through single player menu will start them though. I'll get back to you on the other parts shortly.
posted on November 21st, 2011, 9:36 am
Last edited by Juniortrekkie on November 21st, 2011, 10:49 am, edited 1 time in total.
Also, is there any way I can remove Ferengi from the map? I noticed while testing this monitor LUA that they appear almost instantly, I loose 3 ships within the first minute.

Quick edit. I did set the script file Blazing, and as Megadroid confirmed it was because I was running it from the map editor. I was only able to add my map to the Tutorial section of the SP menu, when I tried adding it under Premonitions it wouldn't appear.

Anyway, the map loads but it locks my camera so I can't zoom out, and I'm zoomed in so close that a single ship takes up the screen which is weird. I also had a huge list of text and variable numbers in red appear on the left side of my screen, which is also weird. I tried editting my map but I am now getting an access error which apparently has something to do with a nebulae.

Long story short, going to scrap the map and start again, create backups after inputting astroids, nebulae, fed ships, borg ships etc. I will let you know how it goes.
1, 2, 3
Reply

Who is online

Users browsing this forum: No registered users and 10 guests