Megadroid's Mission Mod 1.0.1
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posted on January 15th, 2012, 5:24 pm
Last edited by remore on January 15th, 2012, 5:26 pm, edited 1 time in total.
In case it is helpful, and someone does not know this, you can launch a mission the same way you launch the map editor in classic Armada 2; with a shortcut. in classic A2 maps were edited by creating a shortcut and adding:
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/edit mapname.bzn
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mapname.bzn
posted on March 17th, 2012, 10:20 pm
A few problems I have run into.... it seems I can get none of the cineractive camera business to work.
I use both lookFrom( "campath_1", 3.00) (so that the camera moves along a path)
and lookAt(Vector(0, 0 , 0) )
In both cases neither works and I get a lovely wall of error text at the top left of the screen.
I'll attach my lua to the post. Any idea as to what silly mistake I made?
I use both lookFrom( "campath_1", 3.00) (so that the camera moves along a path)
and lookAt(Vector(0, 0 , 0) )
In both cases neither works and I get a lovely wall of error text at the top left of the screen.
I'll attach my lua to the post. Any idea as to what silly mistake I made?
Attachments
- OJC.txt
- (2.21 KiB) Downloaded 293 times
posted on March 17th, 2012, 10:32 pm
The Undying Nephalim wrote:A few problems I have run into.... it seems I can get none of the cineractive camera business to work.
I use both lookFrom( "campath_1", 3.00) (so that the camera moves along a path)
and lookAt(Vector(0, 0 , 0) )
In both cases neither works and I get a lovely wall of error text at the top left of the screen.
I'll attach my lua to the post. Any idea as to what silly mistake I made?
My brain is on stand-by due to seven days of incessant coding, but it seems to me like you don't give the right parameters. You give a campath (is that an instance of path?) and a float, but none of the overloaded function signatures matches that. Is Cineractive a parameter or a self-reference? My LUA is a little bit rusty.
posted on March 17th, 2012, 10:48 pm
Terra_Inc wrote:My brain is on stand-by due to seven days of incessant coding, but it seems to me like you don't give the right parameters. You give a campath (is that an instance of path?) and a float, but none of the overloaded function signatures matches that. Is Cineractive a parameter or a self-reference? My LUA is a little bit rusty.
I'm pretty much just going by what the guide says: lookFrom( path, speed ) - The Hitchhiker's Guide to Fleet Operations
campath_1 is the name I gave the actual path when I placed it in the map editor.
posted on March 18th, 2012, 12:31 am
Path should be a path, not just the name of the path.
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Cineractive:lookFrom( Path("campath_1") , 3.00 )
posted on March 18th, 2012, 12:40 am
Megadroid wrote:Path should be a path, not just the name of the path.
- Code: Select all
Cineractive:lookFrom( Path("campath_1") , 3.00 )
It works!
megadroid saves the day once again.
posted on March 18th, 2012, 2:02 pm
I am so much looking forward to play one of those missions... will you release it, when you finished it? Or do you just play a little bit with the MMM?
posted on March 18th, 2012, 3:35 pm
Megadroid is working with the devs now, so MMM will be integrated into a future release as part of the mod. And the moment it does, I plan to start cranking out missions as fast as I can (given college)
posted on March 18th, 2012, 4:49 pm
As far as I know Megadroid currently has no plans to integrate MMM with FO - that may occur at a later date, but I don't believe he has decided to do so yet.
posted on March 18th, 2012, 4:52 pm
Here's to beating up a rogue Tavara with a spiced up Sovereign (Ent-E) backed up by some Romulans in some future mission then.
posted on March 18th, 2012, 5:31 pm
Ah. Well then, what happens to a map that is made using the current patch when the new patch comes around? Would it simply fail to load because the ship resources are changed, or would it try to use the new stats or something?
If I can find a way to efficiently update missions from one patch to the next, then I might as well get started over this spring break.
If I can find a way to efficiently update missions from one patch to the next, then I might as well get started over this spring break.
posted on March 18th, 2012, 5:45 pm
Maps have to be reloaded regardless if MMM were integrated or not. You can force a reload of all ODFs on maps via RTS_CFG command, so it's not exactly a problem in most circumstances - except in this particular instance, as the ODF names will all be changed. It shouldn't take that much effort to go through and change your scripts to use the new names .
posted on March 18th, 2012, 9:27 pm
xtlc wrote:I am so much looking forward to play one of those missions... will you release it, when you finished it? Or do you just play a little bit with the MMM?
Well I'm working on missions for my Sigma mod, some of them are done but there's just several Fleet Ops bugs and other things standing in the way. For some reason whenever I start up a mission every ship spawns with shields even when they have none, to my knowledge it's a map editor bug that I've long awaiting a solution for. Other then that I've had trouble finding voiceovers so none of my missions have them yet.
posted on July 19th, 2012, 9:00 am
Just wanted to ask, how far did your missions grow? I gave up waiting for a new patch, so I will try missions instead
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